Loading Screens and Windows

Post » Fri May 13, 2011 8:08 am

The title may seem weird, but I was wondering. With this new engine, is it at all possible to get rid of loading screens and have the doors just swing open and you walk in? And then along with that, is it possible we could actually see out of windows now?
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Amy Gibson
 
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Post » Fri May 13, 2011 8:58 am

Nope.
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Devils Cheek
 
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Post » Fri May 13, 2011 9:07 am

I would love open cities.

Also when it is night the ports of every city should close because at night it is too dangerous to keep the town ports open.

Then you have to find another way to get in or just get in time to the city before it's night. Or when you are at the ports at night and the guards like you enough they will open the ports for you.

And I would like to see that not all caves and dungeons have doors. The ones that have doors should be able to open without loading screens. :)

And houses should be able to open aswell without loading screens. :D

If this would happen then I will :drool:
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Sierra Ritsuka
 
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Post » Fri May 13, 2011 5:59 am

So it's just not possible WHATSOEVER?

Even if it was JUST buildings like houses, I'd be fine with the occasional loading screen for a huge castle or dungeon, but to enter a house, it would be great to be able to seamlessly enter through the door by opening it and seeing out the windows.
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Kim Kay
 
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Post » Fri May 13, 2011 5:18 am

^I wouldn't be so sure^

Depends on how they handle the rendering, we don't know since the engine hasn't been used in other games. If they tone down rendering of off-screen stuff then it could be done.
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Elizabeth Lysons
 
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Post » Fri May 13, 2011 4:26 am

It's not impossible, it just depends on the capabilities of the engine. The engine could render all the objects at once like gamebryo and then the game would seize up and implode or the engine can load them within a draw distance and then we can have open cities. Gamebryo had to be compartmentalized because it just was a lackluster game engine. This engine is built in-house by BGS so I expect it to be a powerful engine and to allow us to have open cities. I mean, come on, we have accumulating snow, if this engine can do what no other game has, surely it can have mostly open cities with only a minimum of compartmentalizing, which I believe is what it will do.
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KRistina Karlsson
 
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Post » Fri May 13, 2011 9:09 am

It's not impossible, it just depends on the capabilities of the engine. The engine could render all the objects at once like gamebryo and then the game would seize up and implode or the engine can load them within a draw distance and then we can have open cities. Gamebryo had to be compartmentalized because it just was a lackluster game engine. This engine is built in-house by BGS so I expect it to be a powerful engine and to allow us to have open cities. I mean, come on, we have accumulating snow, if this engine can do what no other game has, surely it can have mostly open cities with only a minimum of compartmentalizing, which I believe is what it will do.


That's sort of why I started thinking about this. GameInformer praises the engine, saying the snow can accumulate and branches sway in the wind and everything is awesome, so why can't we have non-compartmentalized buildings. And like I said, I wouldn't mind a loading screen for a huge castle or a dungeon, but a loading screen every 30 seconds gets pretty annoying while in a village/city.
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Cagla Cali
 
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Post » Fri May 13, 2011 4:49 pm

Pete confirmed via Twitter that there will still be separate interior and exterior cells, that means NPCs will still vanish when approaching a door and you won't be able to look through windows.

It might be just my computer, but I never had one single issue with the loading screens, they are informative and only lasts about 2-6 seconds in my rig.
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kirsty joanne hines
 
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Post » Fri May 13, 2011 4:31 pm

Pete confirmed via Twitter that there will still be separate interior and exterior cells, that means NPCs will still vanish when approaching a door and you won't be able to look through windows.


Awww man... :( Do you have a link to the post. I believe you, but I just want to see it.
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sam
 
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Post » Fri May 13, 2011 5:38 am

Well it seems things are seperated. It's sad I think. Feels so outdated and it breaks immersion. Especially with houses, but also a lot with dungeons.
Red Dead Redemption had no seperation of interior/exterior cells :(

I'm hoping for at least open cities though.

If the engine isn't capable of handling that many objects, then perhaps it's not as good as everyone thinks it is (if that's now the case).

But... wouldn't it be possible to have some really advanced script tied to an object distance? So that, whenever you're not seeing something, it isn't rendered within the "object-view-distance"?
If that's possible, it would allow us not only to get rid of any loading screens, but also improve performance in general?
Then again, this is just a theory I have and I know nothing about scripts :P
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patricia kris
 
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Post » Fri May 13, 2011 6:34 am

Pete confirmed via Twitter that there will still be separate interior and exterior cells, that means NPCs will still vanish when approaching a door and you won't be able to look through windows.


Lol the outside and inside windows of the Lleyawiin don't match up I don't think on the 360.

Also, if you can't see out windows then this is what they should do:

You know how when you're in a house and the windows always make it seem like a reeeaaaaallllyyy bright day out?
Well, they should make it so at night, the windows are blackened, but the candles and lamps in the house are lit, and in day the windows are lit.
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Trent Theriot
 
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Post » Fri May 13, 2011 4:43 pm

Yeah, I'm going to hate having a loading screen every 30 seconds while in a city or village...
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Steven Nicholson
 
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Post » Fri May 13, 2011 8:28 am

Awww man... :( Do you have a link to the post. I believe you, but I just want to see it.


http://twitter.com/DCDeacon/status/25613941761646593
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April D. F
 
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Post » Fri May 13, 2011 12:33 pm

On the PC loading of small interiors is pretty fast like Silvade said. Going back out won't take long because the game saves the previous cell in it's buffer (memory). This is Oblivion and MW obviously. But if they follow the same design idea then it's minor IMO, at least for me.
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Prisca Lacour
 
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Post » Fri May 13, 2011 6:03 pm

Well I saw that tweet several days ago but it just seems like he said it in a paradoxical manner. I have a feeling it's not quite as clear cut as that. If it is, then fine, I really didn't have a problem with it since they loaded instantly on my computer. But since the question was if we will be able to see out the windows, I can't really say he was meaning that it would be that way for all the areas, just meaning that you wouldn't be able to see out the windows. But we shall see soon enough.
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Nina Mccormick
 
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Post » Fri May 13, 2011 5:40 am

Unfortunately, I won't be able to get this for PC this time.

Also, just watched a video of a mod implementing transparent windows in Oblivion. If some mod-work can put in transparent windows, why can't Bethesda itself do it?
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Skrapp Stephens
 
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Post » Fri May 13, 2011 2:29 pm

.
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James Potter
 
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Post » Fri May 13, 2011 8:33 am

Nope.


That is the best answer in the history of anything, ever....



:P
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I love YOu
 
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Post » Fri May 13, 2011 10:16 am

Unfortunately, I won't be able to get this for PC this time.

Also, just watched a video of a mod implementing transparent windows in Oblivion. If some mod-work can put in transparent windows, why can't Bethesda itself do it?


Too much work for something unnecessary. That same mod is nothing but aesthetic touches to the interior, it does not change how exterior and interior cells works. And it requires more power from the machine it's running.
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Antonio Gigliotta
 
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Post » Fri May 13, 2011 5:01 pm

I think windows may function like fallout though you cannot directly see outside, but the lighting gives you a sense of time
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jasminĪµ
 
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Post » Fri May 13, 2011 5:53 pm

Hello lag, goodbye fluid gameplay.
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Lucky Girl
 
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Post » Fri May 13, 2011 10:16 am

Well hopefully, at the least, the non-transparent windows will adjust accordingly to night and day. This meaning at nighttime the windows won't give that false impression that it's daytime outside.
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Miragel Ginza
 
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