Forum Discussion
@Simpson3k wrote:
@mckrackin5324 wrote:
Not many players own a machine that can render both the Tempest AND the world outside the window.
This takes a considerable amount of computing power.
It won't render your view from the window. It would have to render the whole world as if you were standing in that spot.
So NPCs walking around where you can't see them,would still be rendered.
So all the interactions in the ship and the world outside would have to be active.
They could make a generic view for the windows that didn't actually represent the active world but then your overseeing of the colony would not be accurate. Just a static landscape that never changes or evolves.
Or put terminals in all landing zones with access to email,strike teams etc etc
Hell,this stuff should be on your Omni-Tool.
Well for some reason they do tha when in space.. showing a bigger copy of the planet from the travell screen. While the view in space could be a generic space view and the specific view while landed is much more intresseting, they decided for the opposite.
And if the computer cannot render both the exterior around the ship and the ships inside, simply at an option to gameplay or grafiks to render or not render exteriors around a ship, like you can switch on/off anti aliasing wich can be a problem for some computers in some locations aswell.
There's nothing in space.
No interaction terminals or roaming NPCs. No objects with collision detection that triggers "In cover". No triggers that have thousands of lines of code involved with getting close to them.
It's just a big static picture of space.
The world is more than scenery and rendering it involves everything that each object can do and what it can cause you to do.
When you're seeing a building,even the stuff inside has been rendered by the game. Even though you don't see it.
mckrackin5324 wrote:The world is more than scenery and rendering it involves everything that each object can do and what it can cause you to do.
When you're seeing a building,even the stuff inside has been rendered by the game. Even though you don't see it.
Only when the inside of the building is part of the same area than the exterior around the building. Means when you see a loadscreen while entering a building, its inside isnt rendered while you are outside of it. So the inside of the tempest isnt rendered while you are standing outside of it on a planet. Whats the problem with disable rendering of the exterior around the tempest with entering it and only showing an empty copy of the original exterior only some static standing copies of npc´s nothing useable and anything that needs to be rendered, because it cannot be reached without leaving the ship.
You sound like to make this whole matter extra complicate and difficult so that it cannot be made.
- 9 years ago
@Simpson3k wrote:
mckrackin5324 wrote:The world is more than scenery and rendering it involves everything that each object can do and what it can cause you to do.
When you're seeing a building,even the stuff inside has been rendered by the game. Even though you don't see it.
Only when the inside of the building is part of the same area than the exterior around the building. Means when you see a loadscreen while entering a building, its inside isnt rendered while you are outside of it. So the inside of the tempest isnt rendered while you are standing outside of it on a planet. Whats the problem with disable rendering of the exterior around the tempest with entering it and only showing an empty copy of the original exterior only some static standing copies of npc´s nothing useable and anything that needs to be rendered, because it cannot be reached without leaving the ship.
You sound like to make this whole matter extra complicate and difficult so that it cannot be made.
Go back and read EVERYTHING I've said.
- 9 years ago
The explanation you originally used was quoted from some EA dude as excuse why this requested feature is so problematic. Quoting someone else without using your own words and then refuse to accept arguments against it and instead ask me to read your quoted words again as if am to stupid to understand something you just quoted from somebody else is silly and not worth my time.
Try again
- 9 years ago
@Simpson3k wrote:
The explanation you originally used was quoted from some EA dude as excuse why this requested feature is so problematic. Quoting someone else without using your own words and then refuse to accept arguments against it and instead ask me to read your quoted words again as if am to stupid to understand something you just quoted from somebody else is silly and not worth my time.
Try again
I didn't quote anybody and screw you...I was actually coming back to explain a little better. I thought maybe my last comment might have come across as rude and I didn't mean it to be.
A generic or static display for the windows was one of the very first things I suggested. I'm all for staying on the planet when boarding the Tempest.
So...whatever.
And by the way...show me the post I quoted. I have never seen an EA person even comment on the matter.
- 9 years ago
Yeah, I don't accept the explanation that it'd be too intensive on CPU and GPU to render the ground exterior while you're aboard the Tempest because frankly it's not as if the game doesn't already horribly abuse a broken implementation of occlusion culling to cut down on scene complexity. There are multiple places in the game where simply rotating the camera causes large chunks of the map to appear and disappear when the resulting computational savings is minimal, and I'm playing on a damn laptop for crying out loud.
No, I have to figure the reason why they can't do this is because everything that's unique about the Tempest internal map would have to be duplicated several times over, once for each place the Tempest parks. If a bugfix involving scripted behavior inside the Tempest needs to be implemented, they'd have to duplicate it several times and check to make sure that the changes don't break anything specific to each iteration of that map.
- 9 years ago
You are probably right, in addition to that I believe scene specific dialogues as sequences are attached to it as well.
I stated somewhere earlier that they should make a work around. A watered-down version of the interior, that looks and feels similar, but maybe does not come with all the features attached.... Or if that is too much, just the Cargo Bay
- Anonymous9 years ago
Hm ... we actually want to access information and small things in the Tempest, right? What about you have a small menu off-shore showing the things you can do in your ship without really going there? It becomes an assumption that you went to your ship etc., but the factual thing is that a menu of the map of your ship will appear with hotspots for your to choose: e-mail terminal, load out, researching etc.
Whenever you got to your ship, you would have 2 options: take off and fast access. That way, it wouldn't require Terabytes of data knitted as excuses not to make it viable.
- Anonymous9 years agoMcrackin is correct, I've created game levels for Crysis and even though the AI characters and structures are not always seen they all still have to get lighting parameters, information on whether or not they will interact with another part or building. If it is a character then that character has multiple rules too follow including where it can and can't go or do. Then it has to have instructions for every thing or character it might come in to contact with.
Then there is the environment that also has rules. All of this is happening in the background of the game at all times for any area you might wander into. That way you don't go thru a door or turn a corner and have to wait for everything in the room to load.
Then there are interactions with other characters that the game has to keep ready for you to play thru. There is a lot going on at any given time in the background. So even though you may be standing say on the 3rd floor of a building the game still renders the environment outside of the building so if you jump out the window you will not have to wait for everything to load before you fall.
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