Seamless Interiors, City Size

Post » Thu Nov 26, 2015 12:24 pm

I must admit that I'm surprised by the lack of discussion around what appears to be the inclusion of both a large, seamless city in a BGS game, and the addition of interiors being on the "over-world" cell (rather than separated by a loading screen). These have both been highly requested features, and rightly so as they are real game-changers.

Aside from merely bringing the point to everyone's attention, I'm also curious if anyone's spotted any telltale signs of explorable interiors in the city footage. Examples would be transparent windows with a visible interior, or even doors that just look openable. The city appears much larger than what they've done in the past, and I'd be curious to know what kind of interior/vertical exploration we can look forward to. It looks almost as if some rooftops are explorable too, as there's staircases on a few of them.

I'm sure they'll show it off more extensively at E3, but I'm curious to know if the trailer hides anything away in it.

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Anne marie
 
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Post » Thu Nov 26, 2015 6:46 am

I dont think we have the technological capabilities to not have loading screans that seperate inreriors from exteriors.
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Esther Fernandez
 
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Post » Thu Nov 26, 2015 7:34 am

I dont think we have the technological capabilities to not have loading screans that seperate inreriors from exteriors.
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Floor Punch
 
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Post » Thu Nov 26, 2015 1:41 pm

I'm guessing there will be loading screens still, when going into some houses. Thats on the trailer that we saw, with the dog walking through. The camera wouldn't be at that angle, if you were the player character moving around.

It would be cool if there was areas like that, with no loading screens. But i don't think we will be that lucky. Hopefully they load much faster on the consoles.

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Lynne Hinton
 
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Post » Thu Nov 26, 2015 9:01 am

Cities in previous titles were only in their own cell because of memory limitations. So cities now being seamlessly integrated into the gameworld is quite possible. However, I do think that interiors will still be in their own cell. All that clutter will most likely still be a little bit too much for the consoles to handle. If i understood the specs correctly, the 8Gigs of memory are shared (Xbox One). The bandwidth of the memory isn′t that impressive either at 68.3 GB/s.

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Kyra
 
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Post » Thu Nov 26, 2015 3:11 pm

To clarify, aside from the footage in the trailer, Todd Howard already all but confirmed the feature of having interiors on the world cell during that German interview last year.

This is horrendously incorrect. The Witcher 3 has several cities in a world map bigger than Skyrim with hundreds of interiors including entire castles, caves and more, and has no loading screens for any of it. Not to mention games like Far Cry, GTA V and Assassin's Creed, which manage some pretty breath-taking interiors in a seamless open world.

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Damned_Queen
 
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Post » Thu Nov 26, 2015 6:36 am



Well this isnt farcry 4, witcher 3, or any of the other games you mentioned. This is fallout 4, and i dont expect bgs technology to be ready for that. We dont know what engine they are using. Judging by the lighting, enviroment and npcs; it looks like skyrim. But i dont expect most people here to have good eyesight.

You think todd has never lied to his fans?
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RAww DInsaww
 
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Post » Thu Nov 26, 2015 3:33 pm

In the Witcher 3 there are huge overworlds with house/building interiors that have no loading screen transition. I think it is certainly something that BGS could do. Todd Howard had an interview about the amount of memory in the older consoles being a big factor in how much they could put on screen at any one time. Even though a lot of Witcher 3's NPCs are non-combatants they have hundreds on the screen at the same time. Whenever you get into fights they just run away and scream, though. The way every npc has full stats in BGS games might be a limiting factor in the numbers in some way. I do suspect there will be fewer loading screens going into/out of buildings.

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Ebou Suso
 
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Post » Thu Nov 26, 2015 7:46 am

that city didn't really look seamless to me, it showed some of the outside environment but they have simulated outside terrain from a completely isolated cell before. given the high walls and bordering rubble that we saw it seems more to me that some parts of the city will function similarly to how the DC ruins did

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Ross Zombie
 
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Post » Thu Nov 26, 2015 12:02 pm


If GTA V ( rockstar) can pull it off on ps3 and Xbox 360 I'm pretty sure Bethesda can on next gen consoles. I'm not saying there won't be a single loading screen but I would say when wondering the wasteland and entering homes/ buildings there won't be. I bet there will be a loading screen when entering larger cities like diamond city, a vault, or MIT. Which I'm fine with.
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Rebecca Clare Smith
 
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Post » Thu Nov 26, 2015 6:38 pm

I don't know I went back and re-watched the trailer and other than the first house the trailer starts out in, the windows don't look transparent sadly :( Specifically looking at the building at 1:56

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Paul Rice
 
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Post » Thu Nov 26, 2015 6:26 am

I have my doubts that there will be no loading screens, but for sure they will be fewer and shorter if they are there and that's pretty exciting.

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Taylor Bakos
 
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Post » Thu Nov 26, 2015 5:24 pm

I expect Cities to be separate although there might be more house walk in without a cell though.

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Sarah Unwin
 
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