optimisation ideas

Post » Fri May 27, 2011 8:53 pm

1: for tilesets (the stuff that makes caves) they should all be greyscale. for each interior there could be a value that the engine uses to colour the tiles, this way there apears to be more tilesets without significantly increasing memory/time (but there still needs to be more tilesets than oblivion without this colouring idea anyway)

2: like the tilesets, the common cloths should all be greyscale, the items in the construction kit should have values on how the item is coloured. again this would save memory and allow for more stuff to be made. infact anything that could use this greyscale thing should

3: fur on animals again needs to do this, but there should be some sort of ofset to randomise some colours in the fur that puts patterns in its fur.

4: HUMANS NEED SOME SORT OF OVERLAY SYSTEM (a texture that goes over their regular texture) this can achieve...
- facial features such as freckles, creases,warts etc
- environmental things such as soot,snow,mud,water and blood and so on that can splash/find its way on a face/body/hair
- TATTOOS, tattoos fitted with the lore,they looked cool, they added variety and personality to people, and they can show belonging in a group.
- body hair on humans, different fur paterns on khajits (tiger like, leopard like etc) and perhaps even muscle definition could be achieved
- visible damage- a large gash, a 3rd degree burn, an arrowhole etc
-visible diseases, someone could have large grey spots on their face to tell you to stay away from them.

this would add greatness to characters without much effort . having overlays on characters would save memory for making special charecters (a few mods of new vegas made completely new races with the only change being a tattoo, thats a lot of wasted memory)

(edit: without making new races of the same thing with an overlay attached )

5- material types should act differently, such as how do they change when they are wet, how snow should appear on it,how flamable are they, how dirty can it get etc. it would break immersion if the character walked out of a snowstorm without a bit of snow on them, or if they where under water and still had snow on them. (look at the overlay thing i posted. an overlay would be much better than an alternate skin with snow on it)

6- if races, even minor ones such as dremora, have low res textures then i will be sad. high res textures over 1024 or whatever are never needed if shaders are used right, but 124 is ridiculous for a face

7 terrain textures should have wet/snow/dry versions, this should completely change the landscape (mountains could go from green to white if it hasnt snowed there recently)

8 ai should be much better than what it was in oblivion. but even then, ai in the backround should be made stupider if large amounts of ai are chugging away at your framerates. there should be some form of slider that sets the point where ai go stupider. however ai close by should always be smart.

9: like the ai, if a lot of things are going on in front of the player some models should go down in detail closer than they normaly would when the game gets laggy. however post release people may have very powerful pcs or need to do something odd so this should be optional

10- the grass and tree draw distance should allow it so that either nothing is drawn, or every blade of grass that should be drawn is visible (because in the future running tes v will probably be very easy.

11- there should be something on the construction set called "generic character" this should mean that the face is randomly generated. this would free up some data in the esp. (perhaps there could be more options like allowing them to have tattoos)

12- every character needs a voice altering system. we all want more voice actors, but this system would be very efficient in making different voices without adding much dialogue (although most would still prefer its use alongside more voices) the idea is some values to alter every lines pitch,contrast, tempo and so on. animals could possibly have this.

13- not realy optimisation, but if faceposing isnt on par with half life 2 (one of the first games called next gen) i will be dissapointed. combat,story and modability are more important, but i will be annoyed if the face posing is still terrible. the facegen system SHOULD BE BETTER THAN FALLOUTS, and get rid of the neck seam.

14- for the sake of armour. the most highly detailed parts need to be gloves, helmet and the body piece. if kicking is implemented then boots too. otherwise pauldrons,greaves and skirts can be less detailed (although not ugly)

15- there needs to be some insanely high res patterns that show up on certain materials, for example the individual strands on cloth, fur on fur, scratches on steel, wood looking patterns on wood etc (but lod should stop most of this from blowing up my rig)
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Alexandra Louise Taylor
 
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Post » Fri May 27, 2011 6:38 pm

no response at all?


sad face
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Gemma Woods Illustration
 
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Post » Fri May 27, 2011 10:36 pm

They should be well passed this stage. Well for some thing you said atleast. Try the gamedev.net forums instead :P
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xemmybx
 
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