So why is it?... (loading areas, indoor vs. outdoor) - by Scud
Scud on 9/4/2006 at 22:11
Why is it that I can see distant towns on the horizon when walking the counrtyside but in a house that consists of no more than three rooms we have to have two of the rooms as seperately loaded rather than have them all on one map? :confused:
This wouldn't be soo much of a bother if I wasn't a thief who can't tell wether people are awake or asleep in their bedrooms at three in the morning without having to go in and risk getting busted. Or trying to sneak through a castle and have a guard silently materialize into the room from the previous room, no chance for hearing footsteps or a door opening, just BAM and your'e caught. :mad:
NeoPendragon on 9/4/2006 at 22:42
Because interiors are more detailed than far off landscape.
Scud on 9/4/2006 at 23:00
I thought about that but then I wondered why they just didn't use some sort of culling, no need to render the stuff in one room if you're in another and can't see any of it.
Spitter on 9/4/2006 at 23:43
Indeed, the things is that they don't use any such thing. The engine doesn't seem to block anything that's outside of your line of sight, which can be seen by laggy indoors when facing empty walls with large, detailed areas on the other side of it.
Some of the crypts are pretty large, but I think that that's just the engine not drawing anything after the relatively small fog distance.
Teh-Builder on 9/4/2006 at 23:54
Quote Posted by Spitter
Some of the crypts are pretty large, but I think that that's just the engine not drawing anything after the relatively small fog distance.
More likely because dungeons haven't got as many havok physics objects lying around, unlike houses that are often loaded with stuff.
Tuco on 10/4/2006 at 05:04
Hmm... better framerates, or lower load times....
It's all a tradeoff my good man.
killed on 10/4/2006 at 06:25
Also, I think that inside there's quite a few normal maps being rendered and outside, the forests are procedural since they use SpeedTree.
Not sure if that's true, but it looks that way to me.
Komag on 10/4/2006 at 08:31
Well, distant towns on the horizon have about the same number of polys as a two or three cups and bowls on a table in the house. All the far trees are just flat sprites, with the close tree's being modelled trunks but flat sprite leaf clusters. But all the stuff in the house is 3D modelled and rounded and much of it has havok physics as well.