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Zekkyou said:
Wyrdness said:


It has plenty to do with it in regards to the quality of the final products output you must have ignored or not read the whole debate as the point is about performance and quality. MGSV would not run at 60fps if it wasn't segmented as well as have as much going on as other mentioned games and it would certainly have to make compromises to do that and be seamless like the other mentioned games.

Ofcourse MGS is focused on what's locally that's the whole point, even when something is rendered in low quality at a distance it is still taking up resources, in MGSV's case it loads one segmented area and makes it run at 60fps with detail and less going on then the other games, that's how it focuses on the player locally, you wouldn't get the same result if the game wasn't segmented. We can also factor in that in cases like XCX's and Just Cause that rendering also extends horizontally further then most games.

I think you've misunderstood me. I was simply pointing out that LOD fields and the like are more relevant to your argument about performance than linear world size. You could make MGS5's maps 10 times larger, and as long as you implemented the appropriate LOD fields, it would still run at 60fps.  Heck, make it the size of earth and this would still be true (though you'd need a damn big HDD :p). If instead you kept the map the same size but made its central LOD fields 10 times larger, it would run like a power point presentation. Get where i'm going with this? Performance = LOD quality/size > linear world size.

Again, i agree that MGS5 and XCX make for a less than perfect comparison. They have different prioritize for their render budgets. That budget just isn't inherently tied to linear world size. Good thing too, or else Space Engine would melt my PC

Ahh that makes more sense, misread the post earlier.