friendsofwatto wrote:
However, the more files there are outside the main archives, the less efficient the game will be, mainly because the hard drive must constantly change between different files, which are potentially in totally different areas of the disk, and file buffering is not as successful as there would be some overhead when changing between files.
Not quite the case. The game will typically decompress all the vertex and bitmap data it can and will store this in the GPU memory. Not only does this increase speed (you can also optimize the position of the vertices within memory to get even more speed by reducing the amount of time you have to spend looking for stuff within VRAM) but it frees up traditional RAM, where sounds, the actual program code, stuff that doesn't fit into VRAM, etc. will be stored. The only time a program needs to access the hard disk is when an instance of an entity for which it doesn't have resources for appears. Actual level geometry/trees are also needed upon level changes, obviously.
The net result is that load times may be a bit longer, although a clever programmer could theoretically circumvent this through an Oblivion-like system where external data files can actually be pre-selected and will automatically load upon game start. If you want to remove a particular file, just remove the check next to it.
Granted, fragmenation will definitely add some length to those dreaded load screens, but if you defragment your disk regularly and/or use a RAID configuration, it shouldn't be an issue. Hope I've answered some questions
