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Vodacixi said:

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What he said backed my point more is rendered on screen in XBC enemies, structures, titans so your everything is empty claim is just wrong plus the assets are higher quality being more complex doesn't mean more is being done at once as we've seen with the RE remakes that's the main flaw in your argument the is a context to how something is being executed. Don't mistake art direction for visual load either as models, textures and such are higher quality than in BOTW.

I didn't say interactions don't impact performance in fact I never said that at all I said adding more assets has a significant impact on performance hence the example with RE the reason why the angle you're trying to argue is wonky is because even though those interactions are all possible they're not exactly always running and are exclusive to the immediate area where the player is the player can initiate them at anytime yes but they're not happening constantly or somewhere else on the map with out you while in XBC how ever everything in the area goes on with out the player's input. This is why the complexity angle is here and there in this situation.

On the environment BOTW's environment is less static yes but again the is less on screen at a time and the assets are lower quality plus it's a different approach, XBC for one will have more density on screen so more is rendered on screen and you have like 60-100 different enemies in the area to the point you can have more enemies in one encounter than in some areas in BOTW. The same way BOTW spreads things far apart and has open space to reduce resource use XBC can't have similar environmental interactions as the hardware have to calculate them not just for the player who has 2 party members with them compared to Link by himself but for all enemies rendered in the map it'll become problematic when the player engages enemies as then even more elements come into play.

It only doesn't make sense if you don't factor in one has significantly better assets and has far more on screen at once.