Dr.Henry_Killinger said:
It was to attempt to explain rendering in as short an explanation as possible. The key take aways where: Rendering is a complicated and very taxing process that utilizes the most power of any game by necessity. There is literally no difference between loading one area of an open world without moving (linear), and moving across that open world thus changing the whatever you have in that area since they are both static/precomputed. Thus I repeat myself again: There is no correlation between the linearity of a game and its technical demands. Here's a fucking picture
For idiots simpletons dummies laymen uninformed, A rose by any other name would smell as sweet, the entire map is precomputed, but we are still rendering in real time, culling or cutting off at the boundaries of the red circle. Assuming our game is running at 30FPS, we are rendering at 30 hz constantly, regardless if we are culling a different part of the mesh(open warudo) or the same part constantly (linear) Same. Everything else is a matter of design. |
Hideo Kojima says that linear games have better graphics than open world here-
http://www.metalgearinformer.com/?p=12715
He talks about that MGSV's game engine, being designed for an openworld game, has to make certain graphical sacrifices. He is a game dev who has been in the industry for a long time, so I'll take his word for it.
You're Gonna Carry That Weight.
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