You think the community can do sth. in that regard? If not we got a prob- Distant traffic density doesn't match with the close traffic density
Small tweaks can make it look almost unnoticable
I don't think the traffic AI will get much better if they don't build it from scratch.
To put it simply, most of the problems are related to the navigation system. Probably many of you have already noticed that the vehicles you chase on missions moves in exactly the same positions. If someone else is driving your car during the mission, you may have noticed how fake it feels. Because it is following pre-determined path locations, not dynamicly adapting the environment.
- This is why the police system is not good. Lack of navigation system prevents them to add advanced police mechanics such as chasing targets.
- This is why traffic is locked up if you park your car in middle of the street, or sometimes even parking spot.
- This is why the cars that come across the vehicle you chased disappear suddenly. They destroy them because the "chased car" cannot handle advanced dynamic condutions.
And the worst thing is, at this point, changing the traffic navigation system is like changing one of the important part of the story, it impacts too many parts of the game at the same time and it can cause massive amounts of bugs / workflow.
I don't think the traffic AI will get much better if they don't build it from scratch.
To put it simply, most of the problems are related to the navigation system. Probably many of you have already noticed that the vehicles you chase on missions moves in exactly the same positions. If someone else is driving your car during the mission, you may have noticed how fake it feels. Because it is following pre-determined path locations, not dynamicly adapting the environment.
- This is why the police system is not good. Lack of navigation system prevents them to add advanced police mechanics such as chasing targets.
- This is why traffic is locked up if you park your car in middle of the street, or sometimes even parking spot.
- This is why the cars that come across the vehicle you chased disappear suddenly. They destroy them because the "chased car" cannot handle advanced dynamic condutions.
And the worst thing is, at this point, changing the traffic navigation system is like changing one of the important part of the story, it impacts too many parts of the game at the same time and it can cause massive amounts of bugs / workflow.
...and here is the sad part: I doubt that ever can actually be fixed. Masked better, maybe, but that's probably it.You forgot the cars teleporting right behind you during a car chase if you're too fast for the AI. I also seen someone mentioning the AI waiting for you if you are too slow
If you're talking about pathfinding, the situation with AI is slightly different from navigation systems. AI is not bad, they can perform in many cases and small problems with AI's decision making can be solved with little effort. (such as not covering in battle) But the pathfinding / navigation problems with vehicles are complately different.AI, in Cyberpunk, seems to have a well-designed algorithm. Although it needs to be polished. It is not much different from TW3, with routines and subroutines. It is also not - just - a line in which an object is animated or a line with keyframes, merely as it is done in software such as Maya, Max, C4d (I work with all three, inclusive). But the code is addressed to several small animations.
We all hope so.n all honesty, I'm simply hoping that work on the system had begun and simply wasn't finished for release time.
If you're talking about pathfinding, the situation with AI is slightly different from navigation systems. AI is not bad, they can perform in many cases and small problems with AI's decision making can be solved with little effort. (such as not covering in battle) But the pathfinding / navigation problems with vehicles are complately different.
Vehicles may have extremely limited turning rates, they must be aware of surrounding cars and their velocity, owning car and other car's radius / shape are important. Stopping at red light and moving inside the path is relatively easy. The biggest problems arise when things get complicated.
Even as simple as leaving the vehicle in the middle of the road can block the traffic, because vehicle navigation systems cannot find an alternative route in this situation.
Don't get me wrong, vehicle navigation systems are not easy at all, and leaving the car in middle of the road is simple for players, but it is way too complex for developers because it causes tons of problems.
This is why we have weird problems. Some of the problems are caused by optimization bugs. They simply hide / destroy the cars if they are not rendered.
Some of the problems are caused by navigation system such as dissapearing cars when someone is driving your car or you chase someone.
So it is a complex situation and I don't really think they will change the navigation, but they can surely improve it. But I don't think it will get much better.
We all hope so.![]()
I don't think the traffic AI will get much better if they don't build it from scratch.
To put it simply, most of the problems are related to the navigation system. Probably many of you have already noticed that the vehicles you chase on missions moves in exactly the same positions. If someone else is driving your car during the mission, you may have noticed how fake it feels. Because it is following pre-determined path locations, not dynamicly adapting the environment.
- This is why the police system is not good. Lack of navigation system prevents them to add advanced police mechanics such as chasing targets.
- This is why traffic is locked up if you park your car in middle of the street, or sometimes even parking spot.
- This is why the cars that come across the vehicle you chased disappear suddenly. They destroy them because the "chased car" cannot handle advanced dynamic condutions.
And the worst thing is, at this point, changing the traffic navigation system is like changing one of the important part of the story, it impacts too many parts of the game at the same time and it can cause massive amounts of bugs / workflow.
Yes, I think the used waypoints and not dynamic navmesh (3d navigation data compiled on runtime) for cars.
Obviously, pedestrians use dynmanic navmesh. You can see it when you leave a car on their path, they will try to move around the car but if they have to move too far away from their path, they will simply walk back in the opposite direction.
Now, the system is here and I don't think it's too complicated to use it for cars too as they done for pedestrians, it's just less performance friendly than basic waypoint system.
You think the community can do sth. in that regard? If not we got a prob![]()
Old gen consoles target is probably the main reason of those decisionsThe magical words: performance decisions...(but i think they can polish it)