VanceIX said:
Dr.Henry_Killinger said:
VanceIX said:
Please, tell me where TLOU is possibly demanding in any area not called graphics. You yourself said that it "loads the entire game" (which isn't true since the PS3 only has 512mb of RAM), so I'm not sure where I'm ignorant.
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Rendering, Physics, World, Audio, Networking, AI in that order with Rendering being the most technically demanding and AI being the least, complex AI is still relatively cheap comparitevely, Networking is typically light by neccesity. Framerate and Resolution require a lot of power. World system which handles streaming of the maps and locations of the actors is only really taxing if the system was designed that way.
For example, the most taxing thing about Skyrim is usually its graphics followed by its handling of multiple AI actors.
As for TLOU "loads the entire game" does not mean that the entire game is loaded into memory which is a stupid thing to assume, it means that it does all the necessary preloading during the start. Anyone whose actually played the game will know what I'm referring too.
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Then don't say it "loads the whole game". Big difference between preloading and loading an entire game. Preloading is loading important parts of the game, not all of them.
Rendering goes with graphics, and TLOU renders a lot less in general in one level than a game like GTA has to when you're flying across a huge map.. Physics is taxing, but TLOU didn't have exemplary physics for the most part. Audio is a scratch. Networking, not sure how it comes into play in the single-player part. AI can be taxing if you're handling dozens of dynamic AI characters.
Framerate and resolution is once again hand-in-hand with graphics.
Anyway, if you believe that TLOU is very demanding in areas that aren't graphics, then tell me those. Because that's where ND put the most emphasis in terms of resource usage. The game hardly has to render nearly as much as open world games.
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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.