zeldaring said:
curl-6 said:
It's not a barren wasteland at all; the world is full to the brim with interactive systems. Cloud cover is generated procedurally and driven by the game's wind simulation. Particles from everything from Link disturbing leaves on the ground to enemies to weapons behave according to the wind conditions. Grass is rendered down to individual polygonal blades which are also affected by the wind, by Link, by enemies, and can be burned. Fire propagates, spreading through contact between flammable materials, generating updrafts, burning vegetation, cooking food, and once again, being affected by the wind. Trees can be cut down, with the fallen trunk acting as a dynamic physics object that can roll down a slope to bowl over and damage an enemy. Metal objects, water, and wet objects conduct electricity. The world is populated with wildlife that interacts not only with Link but with enemies. Rain makes things wet, and generates puddles in the environment, both of which then evaporate over time. Different materials have different buoyancy; in water a metal sword will sink while a wooden torch will float. I get that downplaying Nintendo is your whole thing, but you're being absurd here. |
Sorry. I wasn't trying to downplay it's discussing this with permalite this topic is annoying. For wiiu cpu breath of the Wild is a miracle just like gtav is a miracle for 7th gen consoles but In comparsion to something like gtav is pretty barren of course obviously making a real life city with npcs, traffic simulation, is gonna have way more going on and I don't think the wiiu cpu could handle it, that's what i meant to say, but he seems think he can look 2 totally different games that are not far off techically and know which is more technically demanding like some kind of super computer program. GTA comparisons, I'm not 100% sure GTA has more interactivity, but its world is orders of magnitude more thriving and populated than BotW's, with complex traffic systems, police, jobs, shoppers, entire societal and AI systems and all the rest. Different focuses with different tech and gameplay considerations, benefits, pros and cons. just look at botw in kokriko village which is not even close and the fps starts dipping hard. |
I'm not saying GTA5 isn't impressive; as far as my own understanding of game tech goes (I am not an expert, but I read about it a lot) what it accomplishes on PS3/360 is a borderline miracle in terms of how much complexity it pushes while still maintaining a high visual bar for the hardware.
As you say, the games are very different; BOTW is supposed to represent a world where only a few small communities remain, so it never sets out to create the kind of bustling metropolis we see in GTA5.
As for Kakariko, it should be noted that while it may not seem terribly complex on the surface, its demands in terms of NPCs and the increase in draw calls for all the various objects and props are being added on top of all the other stuff that BOTW is running in the background, like the wind simulation affecting everything from particles to vegetation to clouds, streaming data in and out of memory, etc. There's a lot going on under the hood that may not look impressive on the surface but takes up a lot of processing time.