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Grand Theft Auto Megathread - OP 3.0
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McJob:

--- Quote from: The Magical Dunes on February 25, 2015, 12:50:23 AM ---what other studios has this happened to?

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It's not the same events, but it's similar mismanagement with teams like the guys behind Red Dead Redemption (and the PC Port that never was).
The Magical Dunes:

--- Quote from: McJob on February 25, 2015, 01:20:39 AM ---It's not the same events, but it's similar mismanagement with teams like the guys behind Red Dead Redemption (and the PC Port that never was).

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well I've never read of any problems at R* San Diego, but i'll take your word for it. To be quite honest the whole Team Bondi/R* thing sounds like a classic "he said, she said" argument, so i'm just playing devil's advocate because i hate australian game devs >:-)

Anyway, while we're on the subject of why Rockstar sux, can you explain what's wrong with GTA4's "LoD meshes"?
McJob:

--- Quote from: The Magical Dunes on February 25, 2015, 01:26:45 AM ---Anyway, while we're on the subject of why Rockstar sux, can you explain what's wrong with GTA4's "LoD meshes"?

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This is probably completely wrong, but it's been so long since I read up on the technical info from the modders...

IIRC, Rockstar didn't simplify their LoDs enough, and the game uses high-LoDs at a much further range than it should, leading to too many drawcalls which slows down the rendering time. If Rockstar had toned the ranged down and made LOD3s instead of just 0s (highest quality), 1s and 2s (supposed to be mid-range, I believe, although I could be wrong, that many open-world games use 4 LoD levels to gain finer control of memory management), then likely the game performance on Day 1 would have been significantly higher and there would be less complaints.

Also, the game loads chunks of the map at any one given time which is normal for these kinds of games, but the maps themselves aren't optimised and don't contain LoDs, only the objects do. How they managed to pull off loading large chunks of the game world when flying is a mystery to me (probably a simplified mesh that I haven't seen in the game files).
The Magical Dunes:

--- Quote from: McJob on February 25, 2015, 07:20:59 AM ---This is probably completely wrong, but it's been so long since I read up on the technical info from the modders...

IIRC, Rockstar didn't simplify their LoDs enough, and the game uses high-LoDs at a much further range than it should, leading to too many drawcalls which slows down the rendering time. If Rockstar had toned the ranged down and made LOD3s instead of just 0s (highest quality), 1s and 2s (supposed to be mid-range, I believe, although I could be wrong, that many open-world games use 4 LoD levels to gain finer control of memory management), then likely the game performance on Day 1 would have been significantly higher and there would be less complaints.

Also, the game loads chunks of the map at any one given time which is normal for these kinds of games, but the maps themselves aren't optimised and don't contain LoDs, only the objects do. How they managed to pull off loading large chunks of the game world when flying is a mystery to me (probably a simplified mesh that I haven't seen in the game files).

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ah okay, thanks for explaining.

edit: maybe take2's making R* push the release back because of strong Q1 sales? april 14 is after Q1 ends after all...
McJob:

--- Quote from: The Magical Dunes on February 25, 2015, 07:25:14 AM ---edit: maybe take2's making R* push the release back because of strong Q1 sales? april 14 is after Q1 ends after all...

--- End quote ---
I think I mentioned it before in the thread, but the previous release date bump was completely for tax/profit purposes. I think this might be the same.

The reason Heist is releasing earlier is so they can stock up on people buying the GTA Wallet cards while they still can.

My theories, anyway.
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