By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Azzanation said:
Hiku said:

It's not that this was a 'design choice' in the past. It was always a hardware limitation forcing them to deign the games around it.

- They had to create a flight of stairs here so that they could load in a new area in front of you while fading away the one behind. If that area could load up in time without the long flight of stairs, they wouldn't have needed to add it, and could have done something they actually wanted there instead.
- If it takes you 1 second to turn around, they had to limit the amount of objects in a room to the amount able to load by the time you turn around to see them.
- They had to put up a wall here, and have you turn a corner, rather than seeing everything in the area the whole time.
All this goes for linear games as well.

A high fidelity game like Final Fantasy 7 Remake for example could make very good use of this.
Though even with PS5's SSD, I still can't imagine that it would be possible to load in all of Midgar properly as you fly over it at high speed with the airship. That still seems impossible without trickery. But it certainly would work a lot better now, at the very least.

I guess my point is, those stairs would have existed anyway because is a house has stairs it will have stairs. If you are in an alleyway than you are going to have walls and objects there. I can see this working with games where flying is a thing as you mentioned flying over cities or landscapes and games like Star Citizen but the every day type game like platformers and FPS games, I honestly cannot see much else happening here. 

You're actually missing the point. The alleyway wasn't necessarily created because they wanted it there. It was created to obstruct the view of the Eifel Tower, so that they can load up all the flashy neon signs around the corner on top of Bob's Handgun shop.

This happens essentially all the time in game design, whether it's stage design or the character models.
In Cerny's video he gave a good example with the Jax stage that Pi-Guy showed you, but a more visual example is this one:

This is a character's field of vision in a room:



Notice how all the furniture outside of his field of vision is blacked out?
That's because they actually vanish when you're not looking at them. As soon as you stop looking at them, they load out of the memory, to make room for the things you actually see. Why do they do this you ask? Because what if the developers want to improve the visual quality of what you are looking at? Either by adding more objects/characters, or by improving the quality and resolution of the textures. That's normal for any game development, right?

Ok, but here's the issue essentially every developer runs into. They keep improving the visuals to the point where the system can no longer store all of them in the memory. So they have to remove things you're not looking at. But, and here's another problem, they have to be able to re-load those assets again as soon as your character turns around to look at them. Let's say it takes you 1 second to turn around. Oh shoot... we can't load all that in in just 1 second. What do we do? Well let's remove some furniture/characters, and lower the resolution. Also divide this big room into two small rooms, by placing a wall and a doorway in the middle.

Now do you see that this has nothing to do with just open world games? It's essentially every game.
Developers have been held back by this limitation since PS1, and little has changed since.
PS5 is trying to essentially eliminate his issue completely.

You're only thinking about objects created because they're actually supposed to be there. I'm talking about objects forced to be there (or removed) due to hardware limitations.
And btw, even stairs in a house can be used to offset loading speed issues. Though I was more thinking of something like this:



Or a long corridor like this in order to load up the impressive huge city up front:



(It's actually much longer than I could show in the gif)
This is essentially everywhere in game design. 

Last edited by Hiku - on 19 March 2020