A good portion of this stuff does still go on in Games Development.
I don't work in games any more, but on the last title I worked on (Forza Horizon, Xbox 360), one of my colleagues engaged in a very similar exercise in order to allow data for the open world to be streamed in quick enough to deal with car (travelling at potentially 150+mph) to drive through the world without having to wait for loads, whilst streaming direct from the DVD (we weren't allowed to install to the HDD).
Given that the world was open and you could drive in pretty much any direction, trying to pre-load the right tiles of the world was difficult, and seek times made it tough to bring stuff in if it wasn't all packed together. However we were almost at the limit of DVD capacity so we couldn't do much duplication of assets to lower the amount of seeking required.
My colleague wrote a system that took about 8 hours overnight (running on a grid) to compute a best attempt at some kind of optimized packing. It did work though!
I was amazed myself that you can drive around at high speed through a busy city in GTA 3 on the PS3 without any noticable stutter and hardly any popups - good work there, too.
Very creative. I love this kind of stories. The first interactive display, made by Sutherland IIRC, had no framebuffer (irrealistic price at that time) so the team had to stream everything to fit into the small buffer they could get. As I understand it, everything was lazy and in sync with the screen 'machinery' so there was no delay even with limited memory capacity. It felt like hardware haskell.
I don't work in games any more, but on the last title I worked on (Forza Horizon, Xbox 360), one of my colleagues engaged in a very similar exercise in order to allow data for the open world to be streamed in quick enough to deal with car (travelling at potentially 150+mph) to drive through the world without having to wait for loads, whilst streaming direct from the DVD (we weren't allowed to install to the HDD).
Given that the world was open and you could drive in pretty much any direction, trying to pre-load the right tiles of the world was difficult, and seek times made it tough to bring stuff in if it wasn't all packed together. However we were almost at the limit of DVD capacity so we couldn't do much duplication of assets to lower the amount of seeking required.
My colleague wrote a system that took about 8 hours overnight (running on a grid) to compute a best attempt at some kind of optimized packing. It did work though!