So why individual cells?

Post » Sat Feb 19, 2011 6:22 am

Too bad consoles lack the memory, or else I'd bet they use some type of "streaming" method of rendering the world in one cell.
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Liii BLATES
 
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Post » Sat Feb 19, 2011 1:48 am

This is merely a programming issue. Dynamic loading anyone? Games have had this for years. There's not problem loading "what is needed" using occlusion culling. Even iPhone engines have this.
Edit: Consoles are not a limitation for dynamic loading. Games on consoles rely heavily on this in order to have the large view distance seen in a lot of games.
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Jinx Sykes
 
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Post » Sat Feb 19, 2011 10:06 am

I don't mean that they would be constantly loaded all the time, I mean there would be no loading screen to enter them just like how there is no loading screen when you are moving from one cell to another in the outside world in Oblivion.
E.g. exactly like how Oblivion works when you're outside. I definitely expect this, and also hope they could manage to have a bit larger area loaded at the same time and vastly improve the distant lod rendering too.

It would still load stuff in a sense but it would start to happen when you were nearing the cell, not through a loading screen. I'm not sure why I said everything loaded in one cell, I don't believe that.
Not sure, but since this is how Oblivion already works for exterior cells (except closed cities), I fully expect it to work that way in Skyrim too.

As for interior cells, it could be possible to start loading an interior cell (but not start rendering it) when you get close to a door. That way, the loading screen could be minimized and maybe even skipped in many cases (but maybe not in a city when there's lot of doors if you move to fast).

But yeah I may be wrong, but even then PCs could (and easily do so with Oblivion with the Nehrim mod) have the entire outside world loaded with no loading screens between cells, Skyrim could easily do that if it was PC only but unfortunately we will most likely have cities in their own separate cells again.
Dunno. I was under the impression that cities would be open in Skyrim. Personally, having a loading screen to enter/exit a city doesn't bother me or break my immersion - I just imagine that it actually takes some time for the city guards to let me through.
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Alan Whiston
 
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Post » Fri Feb 18, 2011 7:18 pm

Seeing consoles only have 256MB of system memory, cell loading is the least expensive method of loading the world.

Cell Loading = Models occasionally switch LODs
Dynamic Loading = Models constantly switch LODs
Tessellation = Models gradually gain polys. No LODs
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Nicholas C
 
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Post » Fri Feb 18, 2011 8:30 pm

^ This.

If Skyrim was PC only we could easily have the entire world in one cell and have cities in that same cell too, probably have interiors in the same cell as well.

Would the requirements be much, much higher than they are now? Sure.. but it would be possible


Maybe in 20 years. It's not just the consoles fault. Loading all the interiors at the same time as everything else around you would cause so much slowdown, even on the best computers, it would be ridiculous.
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lucile davignon
 
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Post » Sat Feb 19, 2011 11:04 am

But yeah I may be wrong, but even then PCs could (and easily do so with Oblivion with the Nehrim mod) have the entire outside world loaded with no loading screens between cells, Skyrim could easily do that if it was PC only but unfortunately we will most likely have cities in their own separate cells again.


There is strong evidence to say that is probably false. Firstly, how do you expect they are going to stop the player from climbing down the canyon wall into unloaded Markarth, or at very least seeing th ehorrible basic texture from above? And what a bout that big area on the open water for the Riften concept art?
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Gracie Dugdale
 
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Post » Sat Feb 19, 2011 11:25 am

Maybe in 20 years. It's not just the consoles fault. Loading all the interiors at the same time as everything else around you would cause so much slowdown, even on the best computers, it would be ridiculous.


Not really, at Oblivion's level of detail the RAM seriously isn't an issue. Certainly rendering them and calculating full physics could take its toll, but why on earth would you render something you can't see, and why does something nobody's going to interact with need full physics?
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Jason White
 
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Post » Fri Feb 18, 2011 6:56 pm

All of this would be moot if Bethesda released a SSD version of Skyrim, hahaha. If we PC users got a SSD (Solid-State-Flash) drive and installed nothing but Skyrim on it, and then also configured your PC's Virtual Memory to be located on the SSD drive, then I assure you there would be no load times between cells.

As soon as you clicked on a door you'd be through and viewing the other side instantly. The Xbox360 and PS3 may not have such upgrades but if they did, then there's everyone's answer. It wouldn't matter what is loaded or not load, because there would be like NO wait times anyway.

However, there still wouldn't be Levitation unless Bethesda put an invisible door above the entire city and if you were to descend down through it, then have it load the city and place you floating above it automatically, then that would work, I guess. That's a side issue though, best saved for another more relevant post.
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P PoLlo
 
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Post » Sat Feb 19, 2011 12:42 am

Not really, at Oblivion's level of detail the RAM seriously isn't an issue. Certainly rendering them and calculating full physics could take its toll, but why on earth would you render something you can't see, and why does something nobody's going to interact with need full physics?


I hadn't thought of that, but you make a good point. So you'd only load the physics usage when you went in the door or close enough.
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Heather Kush
 
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Post » Sat Feb 19, 2011 9:24 am

Different cells=no levitate, which I'm displeased about.

Why that?
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claire ley
 
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Post » Sat Feb 19, 2011 10:09 am

It seems to me that people are confusing cells and world spaces. In both Morrowind and Oblivion, the entire world was divided up into cells. You moved from one cell into another seamlessly. Interior spaces and, in Oblivion, cities, were in separate world spaces. Moving from one world space into another required the loading screen.


Listen to this (wo)man. He is actually using his brain.

Cells are NOT world spaces. Cells are basically the engines way of saying "hey the player is at X coordinates therefore these cells (chunks of the world) behind him that he can't see don't need to be loaded".

EDIT: Also, I would like to see the quote where this is mentioned if possible.
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stephanie eastwood
 
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Post » Sat Feb 19, 2011 12:18 am

If Skyrim was PC only

BSW would be out of business. Sad but true.
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Nicole Elocin
 
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Post » Sat Feb 19, 2011 2:17 am

Console limitations? Then how did Red Dead Redemption (RDR) do it, you say?
Only reasons I see is:

- Too bad for performance. Then it leads to the question again: How did RDR (and Just Cause 2 I think, and don't forget Fable) do it? Perhaps Bethesda hasn't optimized the engine or something like that as good as they should have.
- Too little time/money to optimize the engine further (Doubtful but sitll unsure... Bethesda's previous games must have given them a lot of money)
- Bethesda doesn't care about it, see it pointless (I would wonder why... loading screens kill a "fluid" seamless "immersion" to me)

I'm going for the reason that Bethesda hasn't optimized the engine as good as they should have, together with the reason that they don't care about it.
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BrEezy Baby
 
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Post » Fri Feb 18, 2011 8:48 pm

So my question is simply why the choice of individual cells?


Load up the CS and check.

Having seperate cells for interior cells allows you set the cell title (which is used in the menu and when you look at the linking door in game). It allows you to set a unique lighting level for that cell. It allows you to seperate out two seperate groups of enemies that would otheriwse fight and put them in the same dungeon (e.g cave level 1 full of bandits and cave level 2 full of undead). It allows you to make interiors that are not limited by the exterior of the building (placing all the rooms within an outside structure would limit the amount of rooms that you can place in one cell). Similarly it allows you add a massive dungeon in an area that would otherwise not be able to hold it (e.g by chucking a rock entrance and a door into some cliffs it allows you to create a cave structure that in terms of actual distance of the rendered items is far larger than the space behind/under the cliffs that is available). It allows you to control game balance. It of course allows you to add in extra detail without causing significant slowdowns in your system from rendering the objects.

Those are plenty of reasons in my book for choosing to keep individual cells over a 'wouldn't it be cool if we could just walk straight in!' suggestion.
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Franko AlVarado
 
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Post » Sat Feb 19, 2011 6:16 am

Load up the CS and check.

Having seperate cells for interior cells allows you set the cell title (which is used in the menu and when you look at the linking door in game). It allows you to set a unique lighting level for that cell. It allows you to seperate out two seperate groups of enemies that would otheriwse fight and put them in the same dungeon (e.g cave level 1 full of bandits and cave level 2 full of undead). It allows you to make interiors that are not limited by the exterior of the building (placing all the rooms within an outside structure would limit the amount of rooms that you can place in one cell). Similarly it allows you add a massive dungeon in an area that would otherwise not be able to hold it (e.g by chucking a rock entrance and a door into some cliffs it allows you to create a cave structure that in terms of actual distance of the rendered items is far larger than the space behind/under the cliffs that is available). It allows you to control game balance. It of course allows you to add in extra detail without causing significant slowdowns in your system from rendering the objects.

Those are plenty of reasons in my book for choosing to keep individual cells over a 'wouldn't it be cool if we could just walk straight in!' suggestion.

Plenty of technical reasons. But in the end the only reason we wouldn't have a "Walk straight in" feel is if the developers did it wrong. RDR had walk in.

I am going to be pissed if we don't have open cities honestly, that will be a MAJOR dealbreaker for me. Morrowind did it semi-well in that it had open cities but the houses inside the cities weren't, that at least was acceptable. But really there is no reason you can give me with current technology that Skyrim couldn't have open cities and open houses unless the engine that bethesda made was sub-par.
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Christina Trayler
 
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Post » Sat Feb 19, 2011 11:24 am

So Skyrim once again will have separate cells for interiors and exteriors, but why does Bethesda choose this path? It's never bothered me too much but recently I played a game called Risen ( admittedly mediocre game but had some pretty good aspects ) and noticed how every area in the game, excluding the town of Harbour Town, was part of the same world, and had Caves, houses, huts, tunnels and such that the PC can enter without a loading screen/separate cell.

So my question is simply why the choice of individual cells?


The shoebox you use for gaming can t cope with it.
Its easyer for modder which your shoe box can t hold (afaik)
Its easy for programers.

In the end its better for everyone and you can get some beer while the screen load
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Aaron Clark
 
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Post » Sat Feb 19, 2011 1:16 am

I had to stop playing Risen because it scared the living [censored] out of me!

One of the first things that happened to me in that game was insanely terrifying, I was walking through a beaten jungle path at night, and I came across these ruins - suddenly I heard this awful shrieking sound. Unlike anything I've heard, and this huge buglike creature appeared out of nowhere and owned me.

I still have it installed, I might play it again sometime, but damn. Scary game.
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Anna Krzyzanowska
 
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Post » Sat Feb 19, 2011 6:35 am

I am going to be pissed if we don't have open cities honestly, that will be a MAJOR dealbreaker for me. Morrowind did it semi-well in that it had open cities but the houses inside the cities weren't, that at least was acceptable. But really there is no reason you can give me with current technology that Skyrim couldn't have open cities and open houses unless the engine that bethesda made was sub-par.


Cities being contained within their own worldspace is different to interior cells being seperate to the wilderness worldspace. 1/2 of Fallout 3 and 3/4 of New Vegas' cities were 'open' by being in the wilderness. Skyrim is likely to have all but the largest cities accessible from the wilderness space. However, having the city and having the houses interiors both accessible from the wilderness worldspace is unrealistic and not going to happen for the reasons I illustrated in my post above.
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Rhiannon Jones
 
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Post » Fri Feb 18, 2011 11:47 pm

Console limitations? Then how did Red Dead Redemption (RDR) do it, you say?
Only reasons I see is:

- Too bad for performance. Then it leads to the question again: How did RDR (and Just Cause 2 I think) do it? Perhaps Bethesda hasn't optimized the engine or something like that as good as they should have.
- Too little time/money to optimize the engine further (Doubtful but sitll unsure... Bethesda's previous games must have given them a lot of money)
- Bethesda doesn't care about it, see it pointless (I would wonder why... loading screens kill a "fluid" seamless "immersion" to me)

I'm going for the reason that Bethesda hasn't optimized the engine as good as they should have, together with the reason that they don't care about it.

There’s a great Todd Howard quote, from a presentation he gave at GDC in ’09. “We can do anything, but we can’t do everything.”
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matt white
 
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Post » Fri Feb 18, 2011 6:53 pm

So Skyrim once again will have separate cells for interiors and exteriors, but why does Bethesda choose this path? It's never bothered me too much but recently I played a game called Risen ( admittedly mediocre game but had some pretty good aspects ) and noticed how every area in the game, excluding the town of Harbour Town, was part of the same world, and had Caves, houses, huts, tunnels and such that the PC can enter without a loading screen/separate cell.

So my question is simply why the choice of individual cells?

Risen also consist of lower polygon models, and doesn't have huge amounts of objects everywhere that you can move around. In Oblivion (and most likely Skyrim), if you see a bookshelf you can move each book around and move lots of vases and so on and on. While in Risen everything is stuck.
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Cesar Gomez
 
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Post » Fri Feb 18, 2011 9:38 pm

Different cells=no levitate, which I'm displeased about.


You couldn't levitate in Morrowind?
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Aaron Clark
 
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Post » Sat Feb 19, 2011 5:27 am

Beyond the obvious "it's a whole lot easier on the engine/programmers"?

Why do you think that?
In fact its a lot more difficult. They have to program a way, where people can go in and out of those cells.
Then you want to hear weather effects and see proper daylight lightning at the inside.

Then don't forget the design aspect. Every window at the inside must be at the same exact location at the outside.

So I would guess its a lot easier for the programmers to make only one cell.
For the level designers it could be easier, because they can work on several homes seperately.
But as they also had to make an outside version, it gets complex again.

On Topic:
Its just because of detail.
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!beef
 
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Post » Sat Feb 19, 2011 7:21 am

Cities being contained within their own worldspace is different to interior cells being seperate to the wilderness worldspace. 1/2 of Fallout 3 and 3/4 of New Vegas' cities were 'open' by being in the wilderness. Skyrim is likely to have all but the largest cities accessible from the wilderness space. However, having the city and having the houses interiors both accessible from the wilderness worldspace is unrealistic and not going to happen for the reasons I illustrated in my post above.

I would hardly call Fallout cities open. Yes many of the small villages were, but the cities were not. My definition of open cities simply means no loading screens and most cities I can think of in fallout 3 and NV are closed by that definition..

All in all this engine being brand new tech I really hope they took the time to make all the cities open, if they did not I will be quite displeased.
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jessica robson
 
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Post » Sat Feb 19, 2011 12:46 am

- Too bad for performance. Then it leads to the question again: How did RDR (and Just Cause 2 I think, and don't forget Fable) do it? Perhaps Bethesda hasn't optimized the engine or something like that as good as they should have.


There's this special technique, known and used since before Morrowind actually (I can easily find articles dating back from 1999 about the basics, and they were a key component to the Duke Nukem 3D engine from 1996), which even gave a nice little game its name. It's called "Portals". Look them up. :)

The trick about it: If applied correctly, you still get all the benefits of having interiors in separate cells. On the negative side, you still have some of its limitations (you can't break through walls, for example, unless the designers allowed for a specific wall to be broken at a specific place ...).
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Rhiannon Jones
 
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Post » Sat Feb 19, 2011 8:05 am

There's this special technique, known and used since before Morrowind actually (I can easily find articles dating back from 1999 about the basics, and they were a key component to the Duke Nukem 3D engine from 1996), which even gave a nice little game its name. It's called "Portals". Look them up. :)

The trick about it: If applied correctly, you still get all the benefits of having interiors in separate cells. On the negative side, you still have some of its limitations (you can't break through walls, for example, unless the designers allowed for a specific wall to be broken at a specific place ...).


I know what portals are. But what's your point in terms of performance and how other games have succeded without any seperation of cells (and thus allowing you to seamlessly walk to interior > exterior)?
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Melung Chan
 
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