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Vibrant and bustling cities are required


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#1
1483749283

1483749283
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Despite impressive simulations of new mythologies across several universes (DA, SW, BG, ME), we have detected a limitation to the creators' efforts. The cities in these simulations are largely empty. The simulated organics are not sufficiently numerous, nor do they move about very realistically, if at all.

 

In the past, this limitation was ascribed to a lack of processing power in the hardwdare platforms running the simulations.  However, most have by now upgraded to hardware with multiple central cores, such that this limitation no longer applies.

 

We have recently virtualized the simulation known as 'Assassin's Creed 4.' This runtime includes a city, 'Havana,' with many many simulated organics, all of which have their own business to attend to and react to the movements of the protagonist, going so far as to chide the protagonist for physically running into them. This adds a degree of realism and increases the 'color' and atmosphere of the city.

 

Because the creators' focus is on believability of character and mythos, we do not set as high a bar for vibrancy of cities in DA:I as we would in the aforementioned simulation. However, the standard for simulation of cities has moved quite a bit higher in the past few years.


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#2
David Gaider

David Gaider
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Despite impressive simulations of new mythologies across several universes (DA, SW, BG, ME), we have detected a limitation to the creators' efforts. The cities in these simulations are largely empty. The simulated organics are not sufficiently numerous, nor do they move about very realistically, if at all.

 

In the past, this limitation was ascribed to a lack of processing power in the hardwdare platforms running the simulations.  However, most have by now upgraded to hardware with multiple central cores, such that this limitation no longer applies.

 

We have recently virtualized the simulation known as 'Assassin's Creed 4.' This runtime includes a city, 'Havana,' with many many simulated organics, all of which have their own business to attend to and react to the movements of the protagonist, going so far as to chide the protagonist for physically running into them. This adds a degree of realism and increases the 'color' and atmosphere of the city.

 

Because the creators' focus is on believability of character and mythos, we do not set as high a bar for vibrancy of cities in DA:I as we would in the aforementioned simulation. However, the standard for simulation of cities has moved quite a bit higher in the past few years.

 

We've talked about this a lot. Insofar as the AC games go, you have to understand that this is really the entire point of their games and thus the focus of their engine. We also have party members to consider (and the impact of both their memory footprint and pathfinding). All that's to say that, while we could do much busier cities, we'd have to consider what to give up to get it...at least for the moment. I have no idea what optimizations and/or solutions could be coming down the pipe, particularly with regards to the enhanced hardware.

 

Either way, I'd really like to do an AC-style bustling city. At some point. :)


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