» Wed Aug 26, 2009 2:28 am
http://www.imperial-library.info/maps/n-enc-tamr-map01.gif
What's up with the idea that each game equals one whole province? Do you guys realize how big and diverse those provinces are? You could have a dozend games in just one province without having them looking or playing the same.
I don't have anything against a game featuring two or more provinces, but I prefer a more realistic scale, so this would require a border region for me (Valenwood/Elsweyr being my favorite with deserts, savannas, rainforests and the ocean). I'd hate it if they try to sell us another "huge" gameworld with cities shrunken down to five huts, all those "cities" within earshot of another.
A game with a realistic scale would need a large environment and "empty" spaces between important locations. I think maps of 10 to 20 kilometers in diameter can be very well a possibility. The empty spaces are simply large low-detail areas of wilderness that don't need every single shrub to be hand placed. Forests, grasslands, large fields, deserts, seabeds and the like can be mostly randomly generated.
A good way to create a huge world would be to only create the basic terrain structure at first, mountains, cliffs, rivers, lakes, city and road outlines. Zones for forests, grass and deserts can simply be painted directly on the finished terrain, those are then generated in the game. Detailed areas within those zones can still be hand placed.
Most of the settlements and roads should be hand placed, but interiors of generic houses in larger cities can still be made by a generator. Important dungeons should be hand made and unique, but I really would like to see a generator that can create natural caves randomly.
A idea I had earlier about the game borders was, that instead of hard or invisible borders, have endless randomly generated terrain created whereever you go outside of the normal game world. There won't be anything interesting but random creatures to find, but it's not hard to build into a game and better than invisible walls.
The draw distance should at least be a few kilometers in a larger game world. I think it is more immersive to be able to see everything in the distance from a high point. Not only mountains and cities, also distant clouds and weather, lightning, smoke, fires by night, large boats or ships, wagons and caravans, even birds and other wildlife.
One thing TES5 really needs is better LOD scaling and http://www.umbrasoftware.com/. I just recently tried a mod for Oblivion that makes almost every building and ruin visible from a distance and, purely looks wise, it's awesome to see so much stuff over a that distance.
The problem is it forces Oblivion to it's knees, and I really got a good machine that can run Crysis on full, so it's not my PC. And it even lags when there's a huge mountain in your line of sight so you can't actually see the objects behind it.
This happens because Oblivions engine renders non visible geometry meaning no matter what's in your line of sight the game will ALWAYS render what's behind it as well using unnecessary processing power. This can be fixed with “Umbra” and it looks like it will be used since it was licensed by ZeniMax so there's hope that problem won't arise anymore. This in turn can also make towns bigger again and they won't need a wall zoning them off anymore so there's only good coming out of that really.
Second problem is no LOD scaling, that means a objects 500 meters away from you has exactly the same level of detail as one 5 meters in front of you which, again, uses processing power unnecessarily. A ruin half way across the map doesn't need a 1024x1024 texture and every single edge and corner rendered, if it all it maybe needs a 32x32 texture just smudged over it (Or no texture, just a color on FAR distances) and corners reduced to sharp edges.
While the model complexity is hard and would likely require actually MAKING low detail models (though there are tools that can do that like “polygon cruncher” for 3DS, and really, the model for a house in the distance doesn't need more than ten vertexes) the textures should be simple without having to manually make them. Have a function that automatically reduces the texture size to 50% at a certain distance and again at a greater distance.
Oblivion has no real forests, only a lot of free standing trees, and that looks especially bad from a distance. There is no dense growth, no roots or underbrush, and the trees are too short. Most speedtree games and demos have the same problem. Gothic I, II and Far Cry are the only games I remember that have believable forests. Rendering large forests with all individual trees can bring a platform to its knees, even with good LOD scaling. I think it is easier to have large mesh grids that cover areas defined as forests. They are only visible from afar and cover other terrain features without needing lots of polygons. Gothic used a similar trick to render forests.
A small problem that often happens with LOD is that objects pop up instead of flowing into view. This could be solved this way, when passing over a border zone between two LOD objects, it displays both of them and slowly blends the more detailed model over the less detailed one, once the detailed one is fully visible the low detail one is blended out the same way and then fully disappears. For change from high to low detail it would be the same in reverse.
That way the sudden popping into high detail effect could be reduced, some older games actually used that method before, like Spyro 2 for example, and it looked OK. Though there it was a bit more obvious when it happened but that was PS1 level so it was excusable.
The only problem there is that for a while you have both the higher and lower detail model in view the same time, though again a part of that could be solved by Umbra since what's not in direct view wouldn't be rendered. It would just make the change between high detail and low detail smoother than just a hard popup which is quite notable if the geometry between high and low detail differs a lot.
A little problem playing into this is bad multi core support and a RAM limit, though I guess those will hopefully be improved in the future. I didn't play Fallout 3 (yet) so I don't know how well it handled in those field, I did hear they handled LOD a lot better but it still had the same problem with rendering hidden geometry, but, as mentioned, that can be fixed with Umbra.
Can anyone tell me how well Fallout 3 handled multi core support and RAM?