Dr.Henry_Killinger said:
Wait a minute...do you think Open World Games render more than linear games? I don't know how many times I have to repeat myself, there is no correlation between linearity and techincal demands, that is a matter of scale. For instance, Skyrim loads the game in cells, using Octrees or something similar to load things outside of the cell, in a corresponding level of the game depending on its design it might load a segment of the map to the full map in its entirety, but like Skyrim it will only load a certain number of things in the map at one time. The percieved openess of the game has literally nothing to do with it. Not to mention Rendering, WHICH WHOLLY ENCOPASSES GRAPHICS AND PERFORMANCE not the other way around, is THE MOST computationally intensive thing of any properly optimized game. AI is barely taxing at all. Sure alot of AI can be taxing, but so can 4k 120 fps. look at Dead Rising 3, the AI for thousands of Zombies is competely eclipsed by the rendering of those zombies and their physics. Rendering 1000 objects is more taxing then doing the AI for them, by a huge degree. let me make it simple for you: The openess of a game has nothing to do with what a game loads and has to render, must process the physics for, and control the events of the objects shown at one time which is what determines technical demands of a game. |
Alright. Then tell me this, which is more taxing- a preloaded hallway in an enclosed area, or flying a helicopter through a city? Since the individual areas can be loaded all at once, due to the linearity of the game, rendering is made simpler. The developer knows that there is a set route that the player will follow. They can add scripted events that are not very taxing, as they know where the user is heading, and when they will reach a point. Then, you have a game where you have an entire city that needs to render bit by bit depending on where the user decides to go. The user may decide they want to fly a helicopter through the city streets, causing massive explosions in the game environment.
Enclosed areas allow better optimisation, period. When a developer knows exactly what the user is doing at any given time, they can script events instead of having them happen in real time, giving the illusion of graphical prowess. When an entire level is able to be loaded at once, it's much easier to deal with rendering other details, rather than having to render dynamically depending on what the user does.
You're Gonna Carry That Weight.
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