This vid is so hilarious I can't stop laughing for a moment even after the vid ended. ;D
The level of sarcasm presented there is so spot on from the opposite point of view xD
don't show something you know you can't deliver.
I think that at the time, before it was truly open world, they thought they could deliver what they showed.
I think that at the time, before it was truly open world, they thought they could deliver what they showed.
Its always been designed as an open world game.
The difference is the world as a whole used to be a bit smaller (although I seem to remember them saying it was 35 times bigger than witcher 2 very early on..and have kept to that comparison..hm.)
At the time they released the early trailers it was not truly open world, sure they were developing it to be open world but until you get the whole world filled out you cannot know what level of detail you are able to produce both from a workload and a optimization standpoint. you also cannot predict 100% what you are able to produce with a vertical slice, which is what they showed before they completely changed their rendering engine.
I don't understand what you mean
sorry for my poor explanation. the open world was not as expansive at the time they showed the first few trailers and was more of a vertical slice. at least that was my understanding of it. A vertical slice, even an open world one, does not compare to a completed open world. Both in the workload involved and the performance of the game.
Can you prove any of this?sorry for my poor explanation. the open world was not as expansive at the time they showed the first few trailers and was more of a vertical slice. at least that was my understanding of it. A vertical slice, even an open world one, does not compare to a completed open world. Both in the workload involved and the performance of the game.
Can you prove any of this?
At the time they released the early trailers it was not truly open world, sure they were developing it to be open world but until you get the whole world filled out you cannot know what level of detail you are able to produce both from a workload and a optimization standpoint. you also cannot predict 100% what you are able to produce with a vertical slice, which is what they showed before they completely changed their rendering engine.
Edit: to clarify I am not disagreeing with you guys I just am trying to help understand the development stage the game was in at that point. I could be wrong, I don't work for CDP so maybe the world was completely open and filled in at that point, but that was not my understanding of it.
Can you prove any of this?
But graphic change from 2014 35 minutes demo is a bit questionable, even the storyline was changed
was like why a vertical slice would run better than an open world. That part doesn't make sense to me, it's like saying an open world game runs worse than a linear one basically but that's not right.
I really don't get it but thank you for trying to explain it. To me it seems like a vertical slice is just a demo but that should run the same as the full game.In my experience when you work on a vertical slice you optimize everything from the models and textures to the AI to work for that vertical slice. this does not mean that the vertical slice runs smoother/better than the final project, but that the assets that are developed for the vertical slice may need to change in order to work in the final game without killing your performance. vertical slices are often used to showcase the game to publishers or investors so it is important to have the game running smooth but like I said that doesn't mean that all the assets will work in the final build.
like I said before, all I can do is offer speculation based off of what I have heard/read, and my own experience.
Most of the really demanding games I've played are linear, performance in video games seems more attributed to who is making it rather than world layout. For instance if I pool Metro, Ryse, Lords of the Fallen, Last Light, GTA V, Crysis 3, Sleeping Dogs HD, Assassin's Creed Black Flag, The Witcher 3, and Ground Zeroes together you will see the frame rate is about the same but the open world games are running better than the linear ones even though they all have good graphics. Then there are games that are optimized well like Ground Zeroes which is open world, looks just as good, but runs much better.Yes it is, actually. Any large, complex structure with many moving parts is much more challenging than a smaller, simpler version. The more features and choices you add, the more problems you get.
you will see the frame rate is about the same but the open world games are running better than the linear ones even though they all have good graphics. Then there are games that are optimized well like Ground Zeroes which is open world, looks just as good, but runs much better.
What exactly do you mean by features, choices, and problems? Are you talking about bugs or performance still?