cvv
Arcane
No, this was only annoying. But the black-screen-reloading before and after each dialogue was what killed it for me...
Were you playing on PS4? On any moderately capable PC it's like 0,3 seconds, a non-problem.
No, this was only annoying. But the black-screen-reloading before and after each dialogue was what killed it for me...
On any moderately capable PC it's like 0,3 seconds, a non-problem.
Exactly the problem. KCD loads in like 5 seconds on SSD, and the dialogue "loadings" take few milliseconds.probably because I don't have a SSD...
what year is it?probably because I don't have a SSD...
I've had SSD for a decade now. How come esteemed chemist and modder still rocks ancient technology. Go buy SSD.
On any moderately capable PC it's like 0,3 seconds, a non-problem.
I have an i5 and a Geforce 1050 that can run everything else besides this, probably because I don't have a SSD...
If I had to guess, it's probably loading higher quality textures used only in dialogue(and perhaps cutscenes, etc.,) on demand when you begin a conversation.I've had SSD for a decade now. How come esteemed chemist and modder still rocks ancient technology. Go buy SSD.
It's still stupid from a game designing point of view. Why does no other FPRPG need to create a seperate world just for a conversation? Cyberpunk e.g. works fine on the very same system...
I've had SSD for a decade now. How come esteemed chemist and modder still rocks ancient technology. Go buy SSD.
Why does no other FPRPG need to create a seperate world just for a conversation? Cyberpunk e.g. works fine on the very same system...
And as much as the PS5 SSD is a gimmick, it is or is going to push the industry forward in that regard. They'll probably become mandatory in the near future.SSDs have been affordable for near a decade. They are pretty much becoming mandatory with how engines load in assets.
Lots of games include them as a minimum requirement now for good reason.
Remember when the increasing amount of available RAM made developers manage memory better? Me neither.
Thanks to it becoming the standard in 5 years you will have games load as slow on an SSD as today's games do on an HDD.
Who knows. They actually managed to dub all the cutscenes which itself deserves kudos. But in the grand scheme of things it's just a drop in a bucket. I suspect they'll run out of interest and will long before the finish line.So what is the current state of that czech fan dubbing ?
I finished KDC a few times on 970 on HDD with something like medium settings and got the time of my life so I have no idea what Wesp is talking about. Mods gonna mod I think.Just a reminder that the 1050 is a very weak GPU. Considering KCD is not exactly a low spec game, it might not be the SSD alone. Its not surprising it runs like ass with it.
I finished KDC a few times on 970 on HDD with something like medium settings and got the time of my life so I have no idea what Wesp is talking about. Mods gonna mod I think.Just a reminder that the 1050 is a very weak GPU. Considering KCD is not exactly a low spec game, it might not be the SSD alone. Its not surprising it runs like ass with it.
Skyrim actually continues to simulate all of the AI packages etc. while you're in dialogue and it does mean that you can technically be attacked after speaking to someone. Timestamped an example here (11:20):I've had SSD for a decade now. How come esteemed chemist and modder still rocks ancient technology. Go buy SSD.
Why does no other FPRPG need to create a seperate world just for a conversation? Cyberpunk e.g. works fine on the very same system...
IIRC it's because the game world is perma-simulated, with autonomous NPCs independently acting and milling around. No other game does this. So they had to create a "safety bubble" to ensure your conversations aren't disrupted by some crazy emergent shit happening around.
It's still stupid from a game designing point of view. Why does no other FPRPG need to create a seperate world just for a conversation? Cyberpunk e.g. works fine on the very same system...
Smejki explained here why the blackscreen is needed - the game has to prepare the character for the dialogue, e.g. you talk to someone who is working in a field, the game hides him and spawns second model of him that just stands ready to talk.
Henry only does that during pre-rendered cutscenes.They probably spawn a second model for Henry too, which would explain why most often he is wearing the wrong clothes.
That never happens during normal dialogue unless your game is somehow busted. As wunderbar says, it only ever happens during pre-rendered stuff.They probably spawn a second model for Henry too, which would explain why most often he is wearing the wrong clothes. Indeed, this looks like a dirty hack to me...
We had natural transitions from any state to dialog in one of the earlier alphas. Unfortunately for it to work under any circumstance it meant there's a new transition state between minding-my-own-business and actually-ready-to-do-talking and this transition took way too much time way too often. It also meant we couldn't place the player in better position for dialog camera. The dialog had to happen wherever player was when the NPC reached the state actually-ready-to-do-talking (and if player was still close). It was wonky and grew annoying quickly.Smejki explained here why the blackscreen is needed - the game has to prepare the character for the dialogue, e.g. you talk to someone who is working in a field, the game hides him and spawns second model of him that just stands ready to talk.
They probably spawn a second model for Henry too, which would explain why most often he is wearing the wrong clothes. Indeed, this looks like a dirty hack to me...
We had natural transitions from any state to dialog in one of the earlier alphas. Unfortunately for it to work under any circumstance it meant there's a new transition state between minding-my-own-business and actually-ready-to-do-talking and this transition took way too much time way too often. It also meant we couldn't place the player in better position for dialog camera. The dialog had to happen wherever player was when the NPC reached the state actually-ready-to-do-talking (and if player was still close). It was wonky and grew annoying quickly.