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File: af2a0c7f7783546⋯.png (29.42 KB, 741x568, 741:568, apu kysymys.png)

d769a2  No.16292003

So i've been playan sandbox/open world games lately and i like them, really do but with most if not all it's pretty clear the world/map is only loaded around you not the WHOLE area at the start. Pretty clear when say the game has vehicles and you drive too fast and can literally see shit spawn up from thin air.

TLDR:what games if any has the whole map/world 100% loaded at the start? apart from most rts/strategy games obviously

d769a2  No.16292019

>>16292014

>I don't think you're looking for an open world game.

Yeah not necessarly, im honestly mostly curious if there's any such games at all apart from rts and the like where it's something that (usually) is a must for the game.


d96d81  No.16292031

>>16292003

Terraria loads the whole world at once but monsters only spawn in a just off screen rectangle around a player. With a few exceptions.


bf30d9  No.16292039

>>16292003

Dwarf Fortress loads the entire world at the start and keeps it running whether or not you're doing anything. Other than that I believe there's nothing else. Even MMOs load worlds and areas depending on if players are in them.


50be6a  No.16292269

What you're asking for is simple inefficiency for almost any game that is larger than what is presented on screen at once. Loading the world while the player moves fast is a chronic problem. Anyone who actually tried the scrolls of Icarian Flight in Morrowind just to see what would happen knows this. Probably the game that does this the best would be GTA or the Just Cause series.


c5a879  No.16292322

>>16292269

OpenMW has a feature that loads all nearby cells, which together with its faster loading, making things virtually seamless. It's not all in one cell, but still.


577998  No.16292368

my balls >:)


50be6a  No.16292377

>>16292322

That's cool. I haven't tried Icarian Flight in OpenMW and now I'm curious.


943a0d  No.16292439

>>16292269

>presented on screen at once

Shouldn't just load what is "on screen" because then you get retarded things like looking away from something makes it disappear. I forget what game it was, but pedestrians and cars would do that and it was really jarring.

To avoid this it should be an area around the player. Lower the graphics if you have too, I'd rather the game actually run well.


f64402  No.16292470

>>16292003

Eat shit and die.


d769a2  No.16292553

File: d93e196858856fe⋯.jpg (52.22 KB, 711x633, 237:211, 9f6wotnw.jpg)

>>16292439

>To avoid this it should be an area around the player

All i want from a gta-likes, playing State of Decay now and it really ruins the immersion when the zombies spawn out of thin air behind me. At the very least for games like this implement a system where they spawn behind buildings/objects and then come towards you.

Might work with other gta-likes too, game would take accord of 360% view from the player to decide whether to spawn additional cars/peds or not instead of the… 180~ or so as in what's shown on screen.

>>16292470

pic related, take a chill pill bro


4cd6a2  No.16292687

Computer processing power isn't good enough to allow this except for extremely small map areas, so games are built around the expectation that they won't. You're probably going to have to wait 20 or 30 more years for this idea to even be feasible.

>>16292039

For DF, you have to use "world" in the loosest possible sense, because it has no graphical representation except wherever you are.


50be6a  No.16292693

>>16292439

There's a difference between loading and rendering. Having said that, yeah obviously you should load things immediately outside of player vision, but loading the entire map at once is the opposite end of the spectrum.


664fe8  No.16292766

>>16292553

>playing State of Decay now and it really ruins the immersion when the zombies spawn out of thin air behind me.

Dying Light does this too, and it is infuriating, to the point that it made me ragequit the game and not recommend even pirating it.

Sometimes it will show the zombies crawling out from under vehicles and sewers, but other times you will be a completely deserted area, turn away for literally a couple of seconds, and when you turn back there will be a horde of zombies behind you. I actually caught the game red handed spawning zombies out of thin air a few times, when I quickly turned my character suddenly.


7676be  No.16292785

File: 71401bcd0b664c9⋯.jpg (145.01 KB, 1199x713, 1199:713, lara-croft-tomb-raider-ann….jpg)

This is one of the reasons I advocate for a nice low poly style art direction, with none of that advanced post processing bullshit overhead. Clean textures, a nice shadowmap, and some basic lighting are all you need. Something like Mulaka or Morphite, but leaning more toward Lara on PS1 poly counts and build quality, with proper z buffering.

Rendering that world in its entirety shouldn't be too hard, with none of that LOD jitter either.


48fcb1  No.16292790

File: f5019fcd96ace7f⋯.jpg (395.98 KB, 1280x1817, 1280:1817, 4.jpg)

>>16292003

>>16292553

Go back to krautchan/cuckchan int you facebook frog posting nigger


d769a2  No.16292895

File: 27c4431423ea2f1⋯.jpg (5.04 KB, 240x158, 120:79, 551a13fd.jpg)

>>16292790

Jokes on you i come from ylilauta


50be6a  No.16292937

File: fa1b27d097ac233⋯.png (115.3 KB, 292x257, 292:257, abfdc9360ac4d79949d5dd21d1….png)

>>16292790

>hop right in, will ya


c9e16a  No.16292981

>>16292003

Only way that'd be possible is if the developer intentionally made the game that way. Even in a lot of level-based games only parts of the level art loaded in at a time. For it to be feasible you'd either have to change the engine so that it utilizes enthusiast grade hardware (IE: An open world engine that requires a 2080ti and uses 32GB of RAM as a minimum) or create a low-fidelity world (like Daggerfall levels of low-fidelity).


50be6a  No.16292997

>>16292981

The GPU is not a serious constraint unless you also intend to render everything at once, which is stupid and pointless. Things don't usually take much time to render, they take time to load into memory so that they can be rendered. The main benefit would be an impressive draw distance, but even then it wouldn't be very hard to devise a "horizon line" algorithm that stops rendering anything that would be invisible past the horizon line anyway (like a building which is behind a taller building).


48fcb1  No.16293038

>>16292895

That's even worse

They're even more reddit than cuckchan these days, downright to the reddit inspired UI.

Fucking stay there cunt


733dff  No.16293042


000000  No.16293110

arma2


1dce7a  No.16293173

>>16292003

Asheron's Call


9a7b1f  No.16293311

File: d4f89e13eb7502c⋯.png (674.77 KB, 689x693, 689:693, AH NUU CHEEKI BREEKI IV DA….png)

S.T.A.L.K.E.R.'s A-Life uses a system for keeping track of NPC goals, quests, and locations even in other parts of the world that you're not in, it's not loading the whole world per se but it is a unique feature given its development and time period.


ce7b90  No.16293334

>>16292003

Buy a whole bunch of RAM and load the whole game into RAM disk?


d374d4  No.16293550

Just LOD it and use an icosphere if the world is fuck-off huge.

>make three tiers of map: low detail (stays in memory, has everything relevant like trees and buildings), medium detail (fades in at ~250m) and high detail (built on top of medium, fades in at ~100m)

>make sure the distances are adjustable for different GPUs

>icosphere ensures that you won't choke your card rendering the other side of the country (or use a cylinder shader like the one Animal Crossing uses if you want to be lazy)


04d8de  No.16293571

>>16292003

>>16293311

The A-lives of STALKER and Bethesda games are only partially loaded, meaning that there are NPCs who travel around the world and fight or interact with other NPCs, but these are extremely simplified into smaller functions when they're out of player's cells to reduce CPU taxing.


9551d5  No.16293596

>>16293311

it only tracks NPCs in the current map you are in


04d8de  No.16293608

>>16293550

Bethesda does that. The optimization is still poor regardless.


04d8de  No.16293613

>>16293596

No, actually it also tracks NPCs outside your map, but in a much more simplified way.




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