Fading through doors

Post » Tue Mar 29, 2011 7:55 pm

Does anyone know if this will remain in Skyrim? I havent heard anything about it. I personally dont mind it though, just curious
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Cesar Gomez
 
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Post » Wed Mar 30, 2011 9:23 am

Still got interior/exterior cells, so assume it's the same as OB.
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Alyce Argabright
 
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Post » Wed Mar 30, 2011 7:35 am

we have no info on the game world such as this.

I assume that they are the same as before since there is a crap ton of stuff in the world to keep track of separate cells makes it easier to manage the amount of stuff in memory at once. The consoles are limited in the amount of ram they have.
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QuinDINGDONGcey
 
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Post » Wed Mar 30, 2011 4:35 am

There's still cells, but it COULD work if when you activate a door the game freeze frames for a few seconds as it loads the interior PLUS that one little bit of the exterior that you're looking at (the door and a bit of wall), and you see yourself opening the door in first person and you walk in. But hey, that'd be hard to do and totally not worth the effort I think, so it'll probably just be fading between cells again.
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Schel[Anne]FTL
 
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Post » Wed Mar 30, 2011 6:06 am

There's still cells, but it COULD work if when you activate a door the game freeze frames for a few seconds as it loads the interior PLUS that one little bit of the exterior that you're looking at (the door and a bit of wall), and you see yourself opening the door in first person and you walk in. But hey, that'd be hard to do and totally not worth the effort I think, so it'll probably just be fading between cells again.

That freezing would take you out of it more, especially since the main situation this is needed for is every time an NPC opens the door, which could happen a lot just while you're walking around, meaning seemingly random freeezes.
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Jade Muggeridge
 
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Post » Wed Mar 30, 2011 9:32 am

It 's probably the same since interiors/exteriors are still separate cells.
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Robert Garcia
 
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Post » Wed Mar 30, 2011 3:58 am

I wish there were no cells; only doors that you walk through with no loading screen; maybe the next concoles will have this capacity, as well as the first MMO TES for console....
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LuCY sCoTT
 
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Post » Wed Mar 30, 2011 3:26 am

I wish there were no cells; only doors that you walk through with no loading screen; maybe the next concoles will have this capacity, as well as the first MMO TES for console....

Can this be done with current pc's?
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I’m my own
 
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Post » Tue Mar 29, 2011 9:01 pm

Can this be done with current pc's?

Depends. Oblivion crashes even high-end PCs when it has to keep track of 10 000+ objects (extreme example) and half a dozen NPCs and that is preceded by a massive drop in framerate.
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darnell waddington
 
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Post » Tue Mar 29, 2011 10:45 pm

have seperate cells for interior and exterior been confirmed? that would be amazing if it was seamless, but i wouldnt mind it they were still separate
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Schel[Anne]FTL
 
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Post » Tue Mar 29, 2011 9:44 pm

Hmmm... This will clash with the new level of realism they're adding to Skyrim (like the new dialogue system that doesn't pause time, etc.). Still, I don't know what else they would do, so I'm assuming it's still there.
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Heather Dawson
 
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Post » Wed Mar 30, 2011 8:01 am

have seperate cells for interior and exterior been confirmed? that would be amazing if it was seamless, but i wouldnt mind it they were still separate

Yeah... but with the amount of detail that an Elder Scrolls game has, being able to pick up and move every single object, I don't see that happening. Not with today's tech.

It may have worked with Red Dead Redemption, but while that game's graphics may be just as good, the detail and number of items don't come close to comparing to that of an Elder Scrolls game.
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John N
 
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Post » Wed Mar 30, 2011 1:59 am

I wish they would just put in a loading "airlock" at least for the NPC's so they don't just vanish when they go through a door. So just have a short hallway that is rendered in the outside world so that NPC's can look like they are walking through a door and THEN make them vanish, make it an automatic loading zone for the PC, you walk in the hall, you get the load screen, NPC goes in the hall, they vanish, just not in front of us. Especially for things like caves, can't we just have a basic overhang rendered in the outdoor cell which doesn't have any objects to keep track of, and then a winding corridor that is used to background load the interior? It'd feel so much more realistic than a silly wooden door at the front of every cave.
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Claire Lynham
 
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