I think the concern is mostly about situations when the game has to render multiple characters with full detail (like, during a cutscene e.g.) and so all the higher fidelity textures could add up to dangerous levels. But then on the other hand you mention something I didn't think of -- Sheploo, who does get a higher detail custom face texture if I remember right, and the game handles him ok from start to end. So with that in mind, ME could probably afford to give the same level of quality to the 'generic' face texture of custom Shepard, too, since that would effectively use the same space Sheploo's texture takes if you opt to play him. Why they didn't in the end would be pure guesswork, so i'll refrain from it
I didn't think about the issue in terms of multiple characters on screen (or e.g. when there are lighting effects or fog effects, which always slaughter performance on my old rig). That's a good point, and that's a sensible upper-bound on what textures can be in-game even if those textures could be rendered effectively in what amounts to a selfie POV in the CC.
Appreciate the input.





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