Just a response
Journal Entry: Thu Jun 19, 2008, 9:33 AM
Actually I posted this as a respose to someones comment about how no games that do NYC, do it properly population wise and how even GTA IV (Which I have never played by the way, just to clarify) Is like a ghost town compared to the real thing. I see these posts by ignorant people who refuse to actually have a concept of what goes on behind the scenes, and just kinda babble on at game developers for one thing or another, when they have fuck all knowledge about what they are talking about. The customer is, most certainly, not always right.
Ahem:
To the morons telling game developers that they should be making a real clone of NYC on a populous scale. Let me break it down for you, since you obviously have not got the slightest idea of what you are talking about. While the consoles nowadays are powerful, they are not unlimited in that power. The average polycount on a humanoid now is at around 10- 25K I think. The buildings - depending on how interactive and thus level of detail can be anywhere from very small amount of polygons with some sharp texturing, to very large polycount with little need to texture with such detail, although it does help.
The population of manhattan is around 1.5 million people. So you want approximately 100K + people walking around in your games at at any one time? That's a fuck load of polygons onscreen at any one time, just taken up by character models. Add buildings, and in a game like GTA, we want some interactivity not static mesh objects with nifty texturing. Lets add another few hundred thousand polygons. Texture loading and sorting, shading all of that with shadows and dynamic lighting, bump mapping etc. All the nifty gadgets you get in todays games. But wait - there's more. Animations - CPU is now dealing with an insane amount of varied animations, AI, crowd control etc. Dynamic world events being generated in a crowd that size. Add cars also.
And physics - you've got several thousand character models trying to get from point A to point B by following an algorithm, a lot of bots are now just stuck walking into each other.
A few other things I'm sure of but - that's the basics I think. By the end of it you have a game that runs a solid 1 - 2 FPS, a world which looks stunning and realistic, but you can't move, and if you do manage to do so you move at about a step every minuet. Chances are that once something along the lines of fast paced action happens, the CPU is still trying to control everything else, whilst keeping up with the decals, bullet models, new animations, various NPC damage meters, and deaths etc - the list goes on.
The mass load will cause you to crash anytime something interesting happens. After watching a slideshow of events that you are attempting to influence your left with a blank screen and this will repeat every time you try and run a game with a manhattan sized population on todays consoles with the average quality and gameplay ratio in them.
- Mood:
Irritated - Reading: American Psycho
- Playing: Shadowbane/MarioKart Wii