[Req] The unseen

Post » Tue Sep 14, 2010 11:34 pm

I have an Idea for a mod, it involves unloading a npc when it is not in the pc's sight.

What do you think?
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Dj Matty P
 
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Post » Tue Sep 14, 2010 11:10 pm

I think there must be something I'm missing, or something more to it... I don't get the point, i guess.
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Tracey Duncan
 
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Post » Tue Sep 14, 2010 5:55 pm

Let me explain in detail then.

Imagine your just looking at ebonhart or a plantation and you see some npcs and some are behind a wall or a house, the computer still processes the npcs even though you cannot see them which wastes processing power.

The whole point is to not load them until you see them.
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Vickey Martinez
 
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Post » Tue Sep 14, 2010 9:52 pm

While it sounds easy in theory, it is not so easy in practice because it's the engine that determines when an NPC is "in range" and not scripts. The best thing to do would be to lower your AI level and view distance. Otherwise you'd have to check line of sight & line of distance, both of which are heavily processor intensive and would negate any benefits of unloading NPCs when they're not needed.
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KRistina Karlsson
 
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Post » Wed Sep 15, 2010 12:07 am

You mean Occlusion Culling for NPCs? I doubt that there's any way to implement that in a way that will save FPS...
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Chelsea Head
 
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Post » Tue Sep 14, 2010 10:02 pm

That sounds like the visportals in the doom3 editor. Such a feature would be extremely beneficial, but Im not sure it would even work in a open ended environment like MW. Interiors, yes.
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Stacyia
 
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