Does anyone know if there is a maximum number of characters that can be included in a cutscene? I need a "large" number of them for one that I'm doing for Secrets of the Tevinter Wardens, so I'd like to have some idea what the practical limit is before I start on it.
Maximum number of actors in a cutscene
Débuté par
ladydesire
, oct. 09 2010 10:05
#1
Posté 09 octobre 2010 - 10:05
#2
Posté 09 octobre 2010 - 10:15
It's hard to say, really, as it depends on your computer. For instance, those Battle at Ostagar cutscenes were made on Bioware super computers, in order to display that number of characters on screen at once.
Of course, they also converted it to .bik format, so it could play seamlessly on everyone's computers.
I guess to answer your question, I'm not sure
I have a pretty decent computer, have had at least 20+ actors, with no issues.
Sorry I couldn't help any more...
Of course, they also converted it to .bik format, so it could play seamlessly on everyone's computers.
I guess to answer your question, I'm not sure
Sorry I couldn't help any more...
Modifié par Challseus, 09 octobre 2010 - 10:15 .
#3
Posté 09 octobre 2010 - 10:20
Well, I was planning to have it converted to a bik movie anyway; what I'm creating is sort of similar to the Battle scene at Ostagar, in fact.
#4
Posté 09 octobre 2010 - 10:31
DahliaLynn is currently working on a cutscene with over 450 human/elves/dwarves in it. It does cause some issues when she pans over the whole crowd but the rest of the time it runs well. Dahlia can probably give you lots of advice on how to manage such a crowd (clever camera angles and level of detail etc).
If you are going down the "capture" route you might be interested in the Cutscene Companion discussion. While the application is still in work in progress there is some useful information there.
If you are going down the "capture" route you might be interested in the Cutscene Companion discussion. While the application is still in work in progress there is some useful information there.
Modifié par Sunjammer, 09 octobre 2010 - 10:47 .
#5
Posté 09 octobre 2010 - 10:38
Sound's like she's working on something like what I'm doing, so I'll see what hints she can give me.
#6
Posté 09 octobre 2010 - 10:54
Well she's doing a wedding ... so her's is a little more violent!
#7
Posté 09 octobre 2010 - 11:04
*giggles* Medieval Weddings could get that way, from what I understand.
#8
Posté 10 octobre 2010 - 01:41
It would be best to put that in as a .bik file unless you are running a computer with the recommended specs. I also believe the bigger ones in the OC - like the Ostagar battle and the Legion of the Dead one in the Deep Roads were done using sprites rather than actual character models.
#9
Posté 10 octobre 2010 - 02:27
My recollection, for Ostagar at least, is that the sprites are used in the game rather than the cutscenes: the cutscene being captured and played as a bik.
However I think it is good for us to keep pushing the boundaries and learning where the limits are. There are ways, I suspect, to maximise the number of objects/minimise the performance drop. Obviously using the less complex model types (i.e. using simple or welded); minimising the number of unique models; using level of detail; using clever camera angles; avoiding unnecessary visual effects and lights; etc.
There are also things that may not effect performance but may effect the load time: for example is it better to place the creatures in the area and activate them in the cutscene or simply add them directly to the cutscene?
However I think it is good for us to keep pushing the boundaries and learning where the limits are. There are ways, I suspect, to maximise the number of objects/minimise the performance drop. Obviously using the less complex model types (i.e. using simple or welded); minimising the number of unique models; using level of detail; using clever camera angles; avoiding unnecessary visual effects and lights; etc.
There are also things that may not effect performance but may effect the load time: for example is it better to place the creatures in the area and activate them in the cutscene or simply add them directly to the cutscene?
Modifié par Sunjammer, 10 octobre 2010 - 02:28 .
#10
Posté 10 octobre 2010 - 03:55
I was figuring on a maximum of 5 models, with the vast majority of actors using the same model. Total number of actors would be between 200 and 300, and the cutscene would run as a bik in much the same way as the Ostagar battle scene is.
#11
Posté 10 octobre 2010 - 04:51
If you plan on running the cuscene as a bik, then you should have no problem with performance issues.
The cutscene capture command (or for a much better interface Sunjammer's Cutscene companion project allows you to set preferences that can force the scene to be at full level of detail, can capture it on a frame by frame basis, and allow for the capture of every frame regardless of actual in-game scene performance.
When using around 470 creatures in my scene, the memory meter maxed at
1.27 GB. (and this includes dynamic lighting and visual efx) I believe
if you have enough RAM you'll be alright. (assuming this meter represents RAM usage)
The only issue you may encounter, would be the actual editing of the cutscene in the Editor. Depending on your system you may experience a lag while performing actions.
The cutscene capture command (or for a much better interface Sunjammer's Cutscene companion project allows you to set preferences that can force the scene to be at full level of detail, can capture it on a frame by frame basis, and allow for the capture of every frame regardless of actual in-game scene performance.
When using around 470 creatures in my scene, the memory meter maxed at
1.27 GB. (and this includes dynamic lighting and visual efx) I believe
if you have enough RAM you'll be alright. (assuming this meter represents RAM usage)
The only issue you may encounter, would be the actual editing of the cutscene in the Editor. Depending on your system you may experience a lag while performing actions.
Modifié par DahliaLynn, 10 octobre 2010 - 07:45 .





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