Fun Stuff > CLIKC
Elder Scrolls V
McTaggart:
But I like my untimely deaths :(
KvP:
The only thing now is, getting all that to work on console hardware. Ever wondered why the Strip in New Vegas is broken up into, like, three 200-square yard chunks? It's because if the areas were any bigger the Xbox architecture would freak the fuck out, what with the lights and all. Even with a new engine, I'm skeptical. There's only so much optimization you can get away with.
If there's a silver lining to the "consoling" of games, it's that a PC rig that was top of the line 3 or 4 years ago can still handle most new games with ease. That was not the case 10 years ago.
Alex C:
No kidding. When my motherboard died last year it really only cost me around $300 to have a half decent system up and running again since my video card survived the incident. Back in '98 I would have been like "Man, I'm in high school and there's no way dad is pitching in on a $1,500 PC again."
Dimmukane:
You also have to consider that the original engine was only running on final hardware for 6 months before being shipped and had barely any optimization to speak of. And there wasn't a lot of time between Oblivion and Fallout 3 for much, either. If they can implement a good culling solution they will most likely be able to do away with splitting the world into chunks. They also might be getting some help from the folks at id. Not that you're wrong, I'm just saying they've got a lot of room for improvement and have had plenty of time to do it so far.
Someone on the bethsoft forums pointed out something I was already thinking: the original incarnation of Gamebryo had no object culling, just backface culling. Basically the whole reason for all the chunks; everything in that chunk was being rendered even while it was offscreen. Nowadays (and I'd bet this is what they did with Skyrim) most games use some form of frustrum culling, which stops the rendering of objects offscreen, more or less. Just doing that alone would allow lots more geometry on screen at once with the same resource budget, let alone better LOD techniques.
est:
A few thoughts:
- henceforth I'm going to call their new conversation mode "Law and Order" questions mode, because god damn it you fucking cretins, stop what you are doing for a moment when I'm trying to ask you some goddamned questions
- the idea of different types/severity of reaction depending on how well you know someone is a welcome addition, if they can do it properly
- generating the location of quests based on your level so that there will be level-appropriate enemies, instead of just levelling up the fucking world to suit you is a very welcome change, if that is what they mean by that
I am still tentatively excited but expecting to be let down on some of the more interesting ideas.
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