sv3672;n9996831 said:
A large map by itself is not that expensive if it is streamed (dynamically loaded in the background as the player moves around the game world). What is more important is probably the total amount of "local" content that needs to be active at a time in a certain radius centered at the player's location, and the total amount of content in the world that is both dynamic and persistent (since fixed things like the landscape are streamed from read-only game files, and non-persistent entities can be thrown away once they are out of sight long enough, and the resources allocated to them reused). The latter needs to be remembered and stored in save files even if it is in another area that requires a loading screen.
The way that Skyrim works, while the
graphics stream in as individual cells load, the engine is keeping track of (literally) every, single, persistent NPC in the overworld map.
Constantly. When I'm in
any exterior cell. It's kind of funky to explain how it works. So, a named NPC in one of the villages will be checked and updated every few cycles...even if they're across the bloody world. By default, "cities" don't load until you go through the load door, nor do dungeons, houses, any "interior" cells. So you don't need to worry about those NPCs, but all of the "open" villages (Riverwood, Rorikstead, Falkreath, etc.) are all constantly updating all of their NPCs to see if it's time for them to go inside, chop wood, wander around the graveyard, etc. These calculations severely limit how much can be loaded into the overworld map at once. (It's one reason why mods like the Civil War Overhaul run into many, many bugs.) "Interior" cells are not loaded into memory while bopping around in the overworld, but persistent NPCs that are
in certain interiors ARE kept loaded if
leaving those interiors is part of their AI package. Nor are overland "random encounters" kept loaded, as those are automatically populated through a leveled list when the cell loads into it's "active" state. However...the actual leveled lists themselves (they used to be represented by "ninja monkey" models in Morrowind) are ALWAYS cached into RAM so that the CPU doesn't actually have to unpack them when the cell loads. So that's even
more RAM and CPU cycles being sucked up
constantly by things located in every last nook and corner of the overworld...not just in the tiny uGridsToLoad=5 area that the player is presently active in. Add to this the "curse of large numbers" (meaning that the further away in 3D space the calculations are for individual things, the bigger the whole numbers and decimals get, and the harder it is for the CPU to move through each, individual calculation)... Here, the limitations of the engine and the approach quickly start to become clear. (And again -- I'm not "bashing" it in any way! It's a
really cool way to handle things! I can't ever remember playing around in a Bethesda world and thinking to myself, "This sucks." It's just that the novelty of this approach has worn off over time, and I have to admit that much of Fallout 4 felt...very stale.)
So my suggested approach would mean more regular and perhaps longer load times, but it would be able to do away with almost all of that overworld restriction. Plus, since each individual area would be smaller, I wouldn't need to worry about those "large numbers" as much. Hooray! That drastically increases the number of NPC instances I can include simultaneously. And each area would still be
huge. I'm suggesting individual maps that are about the size of GTA San Andreas (~5-6 sq. miles.)...
each. That's still a fraction of Skyrim's 14 sq. miles., and when we're talking
radius, cutting the map by more than half is
exponentially fewer calculations needed per CPU cycle. There can now be lots and
lots and
lots of NPCs in each map. There can be miles and
miles and
miles of wilderness in the game. The overall gameplay area (all areas combined) could realistically be
hundreds of sq. miles. But there's no way the world will be
seamless.
sv3672;n9996831 said:
Regardless of whether merging all the hubs into a single seamless world space is feasible, it just would not make sense to be able to sail from Novigrad to Skellige in a few minutes, and even have the climate change over that time.
And that's the "
sense" of scale I'm all about. It would be like arriving in Pale Moon Pass and seeing the White-Gold Tower in the far...
far...distance. It takes about 15 minutes at a canter to cross that map. (I'm in this for the sense of "travel".) I get to the edge, the map pops up. I choose Bruma. 14 days pass by. I arrive on the edge of the Bruma map. White-Gold tower has gotten a bit closer now. It's a noticeably larger, hazy spike in the distance. It takes me about 5 minutes to reach the gates of Bruma itself, and the city is gigantic. Hundreds of buildings. Winding streets. People thronging the markets. The temple and castle, absolutely
enormous structures, looming over this expansive city. It takes about 15 minutes to cross the city and leave by the south gate, and another 5 minutes to the edge of the area. Map pops up. I select Aleswell. 25 days pass as I cross the province. Aleswell is a tiny village, only 30 buildings or so and an inn. The White-Gold Tower is gleaming spike reflecting the light of the sun, commanding attention if I happen to look up. It's now less than a day away...
I've been leisurely immersing myself in the game for less than 45 minutes, but the
sense of distance, weeks and weeks passing, having completed this incredible
journey across a literal countryside should be thick enough to cut with a knife
.
sv3672;n9996831 said:
I wonder how much the partitioned design of TW3 was made necessary by technical reasons vs. lore and realism.
I agree it was a wise choice, same type of sense as above. But each of the areas also had to be separate so that they each had their own color palettes, lighting, skies, weather patterns, etc. to represent the different climates and environments.
sv3672;n9996831 said:
It may be more of a mini-game like GWENT, although the transition to 2D is easier to explain in the case of a card game.
And
kofeiiniturpa
Precisely what I'm struggling with trying to get it to work. In TW3, I sit down at a table, agree to play cards, and viola, the game transitions to the Gwent screen. Wooden background and card game interface, like I'm looking down at the table. I suppose they could have done things like Far Cry to make it "ultra" immersive, but I imagine it would have interfered quite a bit with people getting a sense of the actual game and learning how to play. So the minigame transition works almost perfectly.
The best I can do with the text adventure thing for CP is:
I walk up to a door. It opens in 3D, but a "frame" or something appears around the screen, and the image becomes a sort of "picture", while still remaining a 3D image. Text fades in and options appear. As I play through the adventure, the image can "shift", in actual 3D, to another "still image". I'm thinking that the "inside of the building" could literally be a pre-generated series of 3D "scenes", and the camera would shift its focus to "frame" the proper scene based upon my choices. So, the thematic art style maintains cohesion with the rest of the game, but the gameplay is a text-based adventure. And the devs don't have to actually model every detail of the interior space.
There's merit to it, but I think I'd still be asking why this wasn't just a normal, interactive quest with full 3D gameplay. Maybe, a
separate game could be made using the text adventure concept. Something this limited would probably be able to use the actual game graphics, even on a mobile device. By playing these text-based adventures with my account, I could unlock unique gear, gain skill points, uncover lore, etc. to use in the
actual CP2077 game.