» Thu Jun 16, 2011 3:34 pm
One of the challenges a developer has to make these days, is to consider what needs to be drawn, what can be toned back a bit, and what shouldn't be there in the first place. We must look at what Todd says about 'drawing everything' differently than what we traditionally consider the word, 'everything' means. It's possible he means drawing everything they possibly can at one time with the hardware they've been given - and this will naturally lead to pop-in issues, such as trees, grass, and other small items such as rocks or spiderwebs. Since they've been locked away behind closed doors for the greater part of the past 5 years making this game, some nuances of speech can be lost in translation, whereby we misinterpret what is said.
Saying that, they should have considered a lot of different aspects on what needs to be drawn, all the time, and what can be toned back, or lost altogether. I'm not a huge fan of the grass to be perfectly honest, and mainly because of the issue that has risen in this thread. It loses it's appeal when you watch it 'roll out' (as another put it nicely) right in front of you, and if you're trying to get svcked into the game, you don't want to watch stuff like that. PC users were able to combat this in Oblivion with a few different methods, those being shorter grass, low-poly grass, and tweaking the game ini to allow the grass to be infinitely drawn. Console users, oth, are unable to use these mods and tweaks, and therefore are left with what has been given to them. In that case, I would suggest just turning it off entirely, as not only would a rendering pipeline be available for other tasks, but performance would be greatly improved. However, I do believe that option was unavailable for console users, unless someone can state otherwise. In regards to Skyrim's current grass draw distance, it's disgusting, and I feel sorry for anyone playing the game on a console who had higher hopes for it to be drawn farther from the player. I know my hopes for something as silly as this has been pretty high, because it really killed the immersion factor for me until I read about the tweaks I then applied to Oblivion.
The tress still pop-in, far in the background. Farther than what was seen in Oblivion, but you still notice it. I don't have a timestamp as I'm too lazy to look it up, but I posted about it in another thread around the E3 scourge on the forums. Right in the beginning as Todd runs down the hill, you can see in the distance where trees didn't exist, and then magically there they are. For myself personally, I was hoping this would be something they'd address, but that is simply not the case. I'm not a fan of when things are generated on the fly when it comes to something that should be static like trees, so I am hoping they take more time if they develop another TES game and hand-place all the trees. I mean, that's what you do when you have millions of dollars to throw at a project. You assign teams of people to do stuff like this while you create your masterpiece.
Don't get me wrong. I know my post is critical, and I know a good portion of you are going to nitpick it apart and most likely say I'm a TES hater, but that is simply not the case. I love the fact they are trying to add as much detail as possible to their games, visually and story-wise, but I also have a big problem when it comes to LOD and filtering techniques for video game graphic engines. You see, back in the late 90's and early 2000's, developers had a strict guideline they stuck to when it came to ensuring that everything looked the same up close and from a distance. Sure, the games weren't THAT pretty, and the textures were muddy, but you knew that if you maxed out the games settings, you didn't have to worry about your eye being diverted from your viewpoint to a part on the side of the screen where an NPC just magically appears or whatnot. You didn't have LOD domes that stretched out from the playable character, where you can obviously see where the filtering process kicks in and you get more detailed textures. I think sometimes developers want to do too much, and the final execution doesn't always turn out the way it was planned. Just look at Duke Nukem Forever. There's an awesome article I read recently that was published in 2009 about the events that lead up to the games finishing process, but if you read it, you'll know they switched game engines at least twice so the game would have the most features....
Anyways, Skyrim will be a good game. Being critical is just part of being a diehard fan and hoping certain nitpicky things are addressed. Yes, the draw distance is incredible for the hardware used. Yes, the game does look amazing with the attention to detail they've put into it. Does it meet everyone's criteria? No. But that's ok. Skyrim will still be fun.