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E3 Discussion Thread

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5

501105

Forum veteran
#3,101
Jun 15, 2014
wichat said:
Let me imagine a road with 8 or 10 enemies corpses scattered on....We must then make Geralt jumping overcome each body? More than a 25% of the game jumping?

Oh! I'm too old for this
Click to expand...
Ew, I would find the fact that I am finding corpses literally everywhere to be more immersion breaking then disappearing ones imo.
Going about for a walk and finding 30 corpses in a few minutes is not my idea of a good implementation.
 
A

-Alligator-

Rookie
#3,102
Jun 15, 2014
wichat said:
Let me imagine a road with 8 or 10 enemies corpses scattered on....We must then make Geralt jumping overcome each body? More than a 25% of the game jumping?

Oh! I'm too old for this
Click to expand...
Well the corpses are ragdolls so walking can automatically push them away.
@501105
If it was implemented so that for example the corpses of the last 20 enemies you killed are always rendered then there would hardly be corpses everywhere and it would look much better then immediately disappearing corpses.
 
Last edited: Jun 15, 2014
1

1337Smithy

Rookie
#3,103
Jun 15, 2014
-alligator- said:
Well the corpses are ragdolls so walking can automatically push them away.
Click to expand...
Not exactly realistic design, is it? Not that I wade through corpses on a daily basis, but I can't imagine simply kicking them out of the way as I walk.

And people seem to have quite reductionist views on some of these issues. Entity fading may not be great, but for such an open (and highly detailed) world such as TW3, with a huge amount of on-screen elements at any given time, you have to be expected to make some sacrifices. Be a realist, people. There aren't any magic wands, unfortunately.
 
wichat

wichat

Mentor
#3,104
Jun 15, 2014
I'm too lazy for that. Which doesn't mean I cannot see how immersive it could be. But I was thinking about all this little details to closer at realism:
loot
combat
dismemberment
underwater combat
crossbow combat
blood
run-climb-jump in more than 2 different speeds
glow eyes
hair color
facial expression
...

what are we asking for really? Pieces of reality assembled or a great AAA as CDPR has proved they know to do?
 
A

-Alligator-

Rookie
#3,105
Jun 15, 2014
1337Smithy said:
Not exactly realistic design, is it? Not that I wade through corpses on a daily basis, but I can't imagine simply kicking them out of the way as I walk.

And people seem to have quite reductionist views on some of these issues. Entity fading may not be great, but for such an open (and highly detailed) world such as TW3, with a huge amount of on-screen elements at any given time, you have to be expected to make some sacrifices. Be a realist, people. There aren't any magic wands, unfortunately.
Click to expand...
If you look at the swamp gameplay from TW3 you can see that the corpses already are ragdolls.
 
S

Scholdarr

Banned
#3,106
Jun 15, 2014
501105 said:
Ew, I would find the fact that I am finding corpses literally everywhere to be more immersion breaking then disappearing ones imo.
Going about for a walk and finding 30 corpses in a few minutes is not my idea of a good implementation.
Click to expand...
Hm...?

It was never demanded that corpses should stay forever, just until Geralt leaves the area.


It is also beyond my mind why displaying corpses should cost too much performance. One would think moving and alive bodies would cost more performance and every corpse was once a moving and alive body. So why is it impossible to render 10 corpses until Geralt leaves the close surrounding (let's say a 50 or 100m circle around Geralt's position) if the engine was able to render the same 10 bodies in moving and alive status before??? I mean TW3 is not Diablo, there won't be neverending enemy swarms (at leastI hope so) but just a few distinctive groups of well placed enemies. Let's take the bandit camp from the demo for example. There were four moving and alive bandits once Geralt entered the area and the game could render these bodies well. A few minutes later all four bandits have turned into corpses? Why the hell should it be that difficult to render these corpses+corresponding blood effects until Geralt leaves the area? But no, blood effects disappear only a few seconds after Geralt kills the respective enemey...

Another example: let's take Novigrad. As we can see in the demo the engine is quite capable of rendering at least 10 to 15 or more moving and alive NPCs at the same time. If you now kill all these 10 to 15 people (theoretically) why should the engine have more problems to render the corpses+blood effects until Geralt leaves the area than it had with the alive NPCs before? It's about the same amount of polygons and animations involved in both situations.

Really, I don't get it why corpses and blood disappear after all in Geralt's close surroundings....
 
Last edited: Jun 15, 2014
  • RED Point
Reactions: wichat
B

blackgriffin

Senior user
#3,107
Jun 15, 2014
vote now
https://www.youtube.com/user/E3/trailerbattle
 
1

1337Smithy

Rookie
#3,108
Jun 15, 2014
LordCrash said:
Hm...?

It was never demanded that corpses should stay forever, just until Geralt leaves the area.
Click to expand...
That still wouldn't be the soundest mechanic, either. There would still be potential for large amounts of elements on-screen. Plus dismemberment and blood. Oh, and I'm not sure about respawning mechanics? If any.

Also bear in mind that in controlled locations such as cities, the ability to cull areas is increased dramatically. Open land is far more difficult to slice.

-alligator- said:
If you look at the swamp gameplay from TW3 you can see that the corpses already are ragdolls.
Click to expand...
I wasn't refuting ragdoll in the game. All the corpses, as far as I can tell, 'spawn' into a ragdoll state once they finish their death animations. What I'm saying is you can't exactly 'push' corpses out of the way on all terrain. Swamps? Maybe, but monsters look considerably more massive than their human counterparts.

On an unrelated note, I did notice, as with many other games, that during the dialogue scenes with Johnny, Geralt's tassels and hair seemed to shake at every cut. Maybe due to his model being culled when off-camera. It isn't a huge issue, but looks a bit out of place when noticed.
 
Last edited: Jun 15, 2014
G

GamaH

Senior user
#3,109
Jun 15, 2014
I don't know, I really liked the AC Unity trailer... >_>

And the trailer voting isn't really fair -- CGI vs in-game trailers. I'd definitely have picked "Killing Monsters" over any other E3 trailer.
 
Last edited: Jun 15, 2014
S

Scholdarr

Banned
#3,110
Jun 15, 2014
1337Smithy said:
That still wouldn't be the soundest mechanic, either. There would still be potential for large amounts of elements on-screen. Plus dismemberment and blood. Oh, and I'm not sure about respawning mechanics? If any.
Click to expand...
I'm not sure if I can follow you...

Please read my last post for the amount of elements on-screen.

Direct respawning mechanics are bad design. CDPR should avoid them at every cost. Something like "repopulation over time" is ok and reasonable so that there are animals and enemies in an area again if you enter it a few hours later. But your work as a witcher should at least have some lasting effect.

Respawning enemies are pure poison. They already ruined DA2 (even more....). It would be a major disappointment if that would be the case in TW3.


@High King
And why exactly do you post that here on the Witcher3 forum???
And which voting do you mean???
 
1

1337Smithy

Rookie
#3,111
Jun 15, 2014
LordCrash said:
I'm not sure if I can follow you...

Please read my last post for the amount of elements on-screen.

Direct respawning mechanics are bad design. CDPR should avoid them at every cost. Something like "repopulation over time" is ok and reasonable so that there are animals and enemies in an area again if you enter it a few hours later. But your work as a witcher should at least have some lasting effect.

Respawning enemies are pure poison. They already ruined DA2 (even more....). It would be a major disappointment if that would be the case in TW3.
Click to expand...
Yeah, I meant gradual 'repopulation'. I'd prefer it. The worlds would look a little bare otherwise. The wildlife would relocate and migrate and whatnot, so it's expected that once a monster dies, others could move in.
 
A

-Alligator-

Rookie
#3,112
Jun 15, 2014
1337Smithy said:
That still wouldn't be the soundest mechanic, either. There would still be potential for large amounts of elements on-screen. Plus dismemberment and blood. Oh, and I'm not sure about respawning mechanics? If any.

Also bear in mind that in controlled locations such as cities, the ability to cull areas is increased dramatically. Open land is far more difficult to slice.



I wasn't refuting ragdoll in the game. All the corpses, as far as I can tell, 'spawn' into a ragdoll state once they finish their death animations. What I'm saying is you can't exactly 'push' corpses out of the way on all terrain. Swamps? Maybe, but monsters look considerably more massive than their human counterparts.

On an unrelated note, I did notice, as with many other games, that during the dialogue scenes with Johnny, Geralt's tassels and hair seemed to shake at every cut. Maybe due to his model being culled when off-camera. It isn't a huge issue, but looks a bit out of place when noticed.
Click to expand...
Like I said before, if the game only rendered corpses of let's say the last 20 enemies you killed, then the performance shouldn't take a big hit. In Mount & Blade there is an option that let's you set how many corpses can be rendered.
 
G

GamaH

Senior user
#3,113
Jun 15, 2014
LordCrash said:
@High King
And why exactly do you post that here on the Witcher3 forum???
And which voting do you mean???
Click to expand...
I was responding to this.

blackgriffin said:
vote now
https://www.youtube.com/user/E3/trailerbattle
Click to expand...
 
  • RED Point
Reactions: Kinley
1

1337Smithy

Rookie
#3,114
Jun 15, 2014
-alligator- said:
Like I said before, if the game only rendered corpses of let's say the last 20 enemies you killed, then the performance shouldn't take a big hit. In Mount & Blade there is an option that let's you set how many corpses can be rendered.
Click to expand...
That isn't so bad, sure. But if it's so simple, why aren't they doing it? Perhaps there are some unseen aspects? Perhaps their ragdoll states do take more processing power? As well as their separate limbs and particles effects?

Or, maybe due to lack of optimisation, they haven't fully utilised this yet. It could all change.
 
Last edited: Jun 15, 2014
A

-Alligator-

Rookie
#3,115
Jun 15, 2014
1337Smithy said:
That isn't so bad, sure. But if it's so simple, why aren't they doing it? Perhaps there are some unseen aspects? Perhaps their ragdoll states do take more processing power? As well as their separate limbs and particles effects?
Click to expand...
Sure but again if there was an option 'Number of corpses' in the menu then people with lower end PCs could just set it to 0.
 
S

Scholdarr

Banned
#3,116
Jun 15, 2014
-alligator- said:
Sure but again if there was an option 'Number of corpses' in the menu then people with lower end PCs could just set it to 0.
Click to expand...
Not even needed imo. As I said before, the engine should be capable of rendering at least as many corpses(+blood effects) as alive NPCs/enemies at the same time.

CDPR should maintain visual immersion at every cost. Of course there are violations of immersion in the background (inventory, mechanics, timescale, fast travel, repopulation,...) but obvious and direct visual violations of believability and immersion are really bad issues. I would even prefer a reduction in graphical fidelity if it would help to maintain the believability and visual immersion of the game world. I mean that's what roleplaying is all about... ;)
 
A

-Alligator-

Rookie
#3,117
Jun 15, 2014
LordCrash said:
Not even needed imo. As I said before, the engine should be capable of rendering at least as many corpses(+blood effects) as alive NPCs/enemies at the same time.

CDPR should maintain visual immersion at every cost. Of course there are violations of immersion in the background (inventory, mechanics, timescale, fast travel, repopulation,...) but obvious and direct visual violations of believability and immersion are really bad issues. I would even prefer a reduction in graphical fidelity if it would help to maintain the believability and visual immersion of the game world. I mean that's what roleplaying is all about... ;)
Click to expand...
Apparently you can actually set body disappear time even in TW2 by editing a config file. I've never tried it though.
 
T

TmTapani

Rookie
#3,118
Jun 15, 2014
In the demos we saw some bits of the witcher sense in action, but does anyone recall something else being said or shown regarding its use in monster tracking, beyond the griffin and johnny episodes? My memory is not all that co-operative at the moment but it keeps poking me with a faint recollection of some old (ancient?) information that in order to track down the beasts you hunt you would need to gather information about them? If so, then it would make sense that it would be somehow linked to the witcher sense we now have.

I have mixed feelings about this. In a way it would be great if it was so. But, then again, it would mean that using witcher sense would be mandatory (along with everything else it brings to the table). Like some monsters wouldn't spawn UNLESS you use your senses to track them. A far different beast than the W2 medallion which was basically a tool whose existence you could ignore.

Please tell me that I'm wrong and turning senile at a young age.
 
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Reactions: -Alligator-
A

-Alligator-

Rookie
#3,119
Jun 15, 2014
tmtapani said:
In the demos we saw some bits of the witcher sense in action, but does anyone recall something else being said or shown regarding its use in monster tracking, beyond the griffin and johnny episodes? My memory is not all that co-operative at the moment but it keeps poking me with a faint recollection of some old (ancient?) information that in order to track down the beasts you hunt you would need to gather information about them? If so, then it would make sense that it would be somehow linked to the witcher sense we now have.

I have mixed feelings about this. In a way it would be great if it was so. But, then again, it would mean that using witcher sense would be mandatory (along with everything else it brings to the table). Like some monsters wouldn't spawn UNLESS you use your senses to track them. A far different beast than the W2 medallion which was basically a tool whose existence you could ignore.

Please tell me that I'm wrong and turning senile at a young age.
Click to expand...
It would be really silly if some monsters spawned only if you use the senses. I really hope that's not the case and the senses only help you find a monster faster.
 
J

Jack Bauer 24

Rookie
#3,120
Jun 15, 2014
So Bethesda handles corpses better? Skyrim corpses don't disappear that quick. In fact, some don't disappear at all.
 
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