That expansion segment's what, around 15% of all resources? In terms of hard numbers, it might not be that small a team given CDPR has enough people to run a space program, and the graph indicates a slight 10-15% staffing uptick over Dec 2021. But that doesn't matter for shit if you consider the results - more than two years to regurgitate a single expansion for the game? What a joke.
Pretty sure it will have the gamebryo curse, the old area cannot be touched and the new loads up seperately. Which will make outskirts stand out as sore thumb even more. This stuff poisons gamedev for far too long now, if server side streaming (preferably textures not frames) is needed to get rid of it then old platforms should just roll over and die.
Not to mention before the recent misfiring UE5 marketing barrage it was kinda established unreal games will reside in datacenters because too high storage req.
What? Did you just make an argument in favour of cloud gaming? I'd rather all games everywhere beThis stuff poisons gamedev for far too long now, if server side streaming (preferably textures not frames) is needed to get rid of it then old platforms should just roll over and die.
Pretty sure it will have the gamebryo curse, the old area cannot be touched and the new loads up seperately. Which will make outskirts stand out as sore thumb even more. This stuff poisons gamedev for far too long now, if server side streaming (preferably textures not frames) is needed to get rid of it then old platforms should just roll over and die.
Not to mention before the recent misfiring UE5 marketing barrage it was kinda established unreal games will reside in datacenters because too high storage req.
Huh? Don't hard drives just get bigger and bigger? When I started gaming, a terabyte was inconceivably huge, now it's commonplace. Internet also gets faster, so downloading all that shit isn't a problem either.
What we’ll see as people start to get their heads around Nanite is the data streaming — not just a primary and secondary cache, but a tertiary cache that’s cloud-based. We’ll see where people take it. But we’re definitely designing the next generation of the engine so that storage can be off actual hardware.
Sweeney: Sony’s new PlayStation 5 is a remarkably balanced device, not only the GPU power, but also an order of magnitude increase in storage bandwidth, which makes it possible to not just render this kind of detail, but stream it in dynamically as the player is moving through the world. That’s going to be critical to rendering the kind of detail in bigger open-world games. It’s one thing to render everything that can fit in memory, but another thing to have a world that might be tens of gigabytes in size.
Libreri: That’s our goal with Unreal Engine 5. Huge, complex, large-scale worlds can be streamed into the machine with incredible detail, and without noticing things popping in the traditional way you’d see.
Libreri: We wanted to get to a point where we felt that things started to look very real and very photographic. You can’t do that without dynamic global illumination. For years we’ve had a system in the engine we call Lightmass that allows you to bake GI, but the problem with that is that in the next-generation, you’ll want everything moving and animating and destructible. You need a live GI solution.
We’ve tried. Even in Unreal Engine 4 there were a few pieces we did that helped with live GI, the screen-space GI thing we did and other things. But this was the first time that we really nailed it, where at console performance levels in a huge scene you were able to get dynamic lighting. It’s awesome. When the roof opens in that big area that the statues are stored, that light is — we’re not keyframing anything. It’s just the wall opening and it illuminates the space.
So the logical choice is >300-500 GB worth of precomputed lighting "KEY" lighting.
What? Did you just make an argument in favour of cloud gaming? I'd rather all games everywhere beThis stuff poisons gamedev for far too long now, if server side streaming (preferably textures not frames) is needed to get rid of it then old platforms should just roll over and die.Cyberpunk 2077Dragon Age 2 forever than have that shit paradigm succeed. Stadia's failure was the biggest incline the medium's had in years, even if it was just a reprieve.
I would rather install (and play) modded Skyrim than attempt to fix Cyberpunk with mods.Just install some mods, dude!
This might work really well in an open-world game like Fallout.(Paraphrase)
Sadly, that would be very difficult. Rage is big for a modern shooter, but it’s peanuts compared to Fallout 3 / New Vegas / Skyrim. Having texture stampers running around trying to fill in ALL THOSE DUNGEONS with unique textures would be exceptionally labor-intensive. Moreover, it final game data would be gargantuan. Covering Skyrim in a megatexture would take terabytes.
However, you might be able to do some really cool stuff if you mixed megatexturing with procedural techniques, so instead of streaming pre-made data off of disk you’re just building it on the fly in-memory. You’d basically be combining Project Frontier with Rage, which is like making a steam-powered space shuttle.
You thought Rage was underrated?
I’ll get around to doing a proper review eventually, but my short answer is: Yeah. This is an old-school shooter with modern sensibilities. No sticky cover. You can play it like a cover shooter if that’s what you like, but you can also run out there and blast people in the face if that’s what you’re into. (That’s what I’m into.) I loved the atmosphere. Weapons were fun. Foes were fun. Driving was fun. Scenery was spectacular.
Disclaimer: The story has a lot wrong with it. Like, I need a whole post to deconstruct it fully. Also, the software is surprisingly fiddly for an id Software game. This is the least-stable id game I’ve ever played. (Which is still more stable than the best Bethesda game I’ve ever played, so your mileage may vary.)
cyberpunk being outsold by two other games in the same theme-genre on GOG
https://www.shamusyoung.com/twentysidedtale/?p=15022
This might work really well in an open-world game like Fallout.(Paraphrase)
Sadly, that would be very difficult. Rage is big for a modern shooter, but it’s peanuts compared to Fallout 3 / New Vegas / Skyrim. Having texture stampers running around trying to fill in ALL THOSE DUNGEONS with unique textures would be exceptionally labor-intensive. Moreover, it final game data would be gargantuan. Covering Skyrim in a megatexture would take terabytes.
However, you might be able to do some really cool stuff if you mixed megatexturing with procedural techniques, so instead of streaming pre-made data off of disk you’re just building it on the fly in-memory. You’d basically be combining Project Frontier with Rage, which is like making a steam-powered space shuttle.
"Covering Skyrim in a megatexture would take terabytes."
accounting for day night cycle it certainly is >TB
RTX doesn't hit any sensible framerate at sensible resolution in unreal5 "thanks to" dynamic lighting and that's with cascaded shadows stuff so it's already sub-optimal even below 48 fps and not as smooth distance gradiation as RAGE. Not to mention temporal "reconstruction" .
I still don’t understand what technical advantage you get out of having one huge texture image instead of lots of smaller ones.
It’s not a technical advantage, but an artistic one
I'm fairly certain Cyberpunk 2077 uses light mapping and shadow mapping so this is why. You are using textures and dynamic lights at the same time. I read somewhere that claims it doesn't so I could be wrong and if that is the case CDPR has a lot of explaining to do lol. Witcher 3 on the switch had to use Lightmaps so the engine can use it, the question is does it in this context as well.It makes no fucking sense that a dynamic global illumination technique would cost you 500gb of storage. You're placing light sources, not textures
I'm fairly certain Cyberpunk 2077 uses light mapping and shadow mapping so this is why. You are using textures and dynamic lights at the same time. I read somewhere that claims it doesn't so I could be wrong and if that is the case CDPR has a lot of explaining to do lol.It makes no fucking sense that a dynamic global illumination technique would cost you 500gb of storage. You're placing light sources, not textures
Literally the first lines of the shit you've linked say this: [...]
Not to mention they are talking about textures, not lighting.
'megatextures' is just a marketing word for virtual texturing, basically every modern game uses it
(having said all that i'm not sure if that'd really be practical, especially when it is much much cheaper for everyone involved to just let realtime raytracing do the GI job and just expect that nextgen GPUs will be better at tracing rays to reach 60fps
This might work really well in an open-world game like Fallout.(Paraphrase)
1.There will be always more holes than cheese with realtime RT. Carmack was right. https://arstechnica.com/gadgets/201...me-ray-tracing-card/?comments=1&post=23723213
2.Meanwhile megatexture pipeline just can use photogrammetry if you want something both really cheap and really massive.