Texture Pop-in is a problem that has plagued many games within the current and past generation. When textures are not loaded in time or not loaded correctly low resolution images appear. This can remain for several seconds until the final texture loads. The Unreal Engine is best known for such a flaw and many games based on the engine have had this problem. This was an intentional programming trick in Halo 2: in order to make it possible for there to be only one loading screen, so that the entire game can be played without breaking the flow, textures load in on the fly. Unfortunately, the effect was far, far more pronounced and noticeable than developers had hoped, particularly in cutscenes, and even though it was on more powerful hardware, the follow-up Halo 3 returned to multiple loading screens to avoid this problem.
Over time the problem has been dealt with and minimized but it still remains prevalent in many games. In some cases texture pop-in can be prevented by installing a game onto the hard drive of the console allowing textures to be pulled at a faster rate thus reducing texture pop-in.
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