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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.
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.
- 9 years ago
Well a much simpler and maybe even more RPG plausible way would be to simply fit the Tempest with heavy metal shutters for all the windows that will close when grounded, when you think about it a lot of these worlds are extremely hostile and it would be a good idea to shield the craft and occupants by fortifying any weak spots such as windows and this way you would not have to render an exterior for each planet 😉
I know it would be cool to have an "open-world" Tempest where you could drive your Nomad directly into the cargo bay (personally I always drive it all the way up the ramp before I get out and manually access the Tempest hehe), but like it has been pointed out it would require a massive amount of work to make this possible and I don't think it will be worth spending the time or resources on it when other things are more pressing 🙂
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