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Day/Night cycles?


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#151
themikefest

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Yeah i can't wait and i also red that PC gamers can download the game for free and i bet we console gamers have to pay for it. 

I will most likely get it. I like the game. As far as paying for it to play on the ps4. I don't mind.

 

Anyways. I don't mind if a day/night cycle is added to Andromeda.



#152
Gamesaredead

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It's just so unfair.

 

We console players already had to put up with bugs that we cannot fix while the PC gamers can enter a code and poof it's fixed. And the framerate drops and stuff like that especially the ps3 gamers. If i "carry" 18 mb with me i can only play for about 2 hours and then i have to quit the game and restart. Otherwise when i walk for ten yards it will take me 30 minutes to cover that distance.     

 

Not unfair and I can explain. While last gen console sales stopped on the game? PC sales kept going and people still buy Skyrim all the time.  The hardware from last gen consoles and this gen are not very similar. This gen is actually closer to PC, so while they update the port for you? Might as well put and sell the new version on PC as well.

 

Oh and Pc Gamer's already surpassed what you will get years ago with modding, but not all PC Gamers mod or mod a lot. 

 

You might see the same thing happen with ME if they ever give it a texture pack. PC Gamers still buy it, we still buy the DLC. Oh and we have 4k texture packs already for all three games and already modded the ending as well, but like I said not all PC players mod, and me explorer or texmod and LAA patches and ini edits can be difficult for people to figure out. There are a lot of PC Gamers who just play on a controller on a TV now and with Windows 10 they basically have a Xbox.

 

If it makes you feel better? Now that consoles essentially are PC's, this may not be a problem going forward for you guys as far as backwards compatibility etc. See PS4 Neo/Xbox Scorpio as an example. You are just getting a better CPU and GPU that is AMD x86 and GCN.

 

Oh and one last thing. PC modders have made Bethesda a LOT of money and they even use the mods on Xbox now (non texture packs ones that hit hardware hard as those require better hardware)

 



#153
In Exile

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On a separate note.  If Microsoft is successful in implementing it's push for PC players  hearts with the Windows Storefront and UWP, the we can kiss goodbye to  large range of mods (but not all).  We WILL not accept this!!!

 

I think the idea that Steam will lose its status as a market leader is far-fetched. Apart from Steam, GOG is the only platform I use. I guess Origin, but only because EA forces it for its games; the selection and usability aren't there yet. 


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#154
malloc

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On a separate note.  If Microsoft is successful in implementing it's push for PC players  hearts with the Windows Storefront and UWP, the we can kiss goodbye to  large range of mods (but not all).  We WILL not accept this!!!

 

I wonder how UWP will affect performance. In my experiences, a one size fits all development platform usually has it's drawbacks because they have to find a way to bootstrap the executables to one of the designated platforms(Easier when they share the same architecture though). Java needs a runtime engine(heavy duty for smaller devices), xamarin doesn't have a few features for android.e.t.c  For things like games, It would be extremely difficult especially when they are optimizing their graphics by accessing very low level graphical apis. On the note of UWP : http://www.howtogeek...-windows-store/

 

Good for lightweight games though



#155
Cheviot

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I don't see the point of day/night cycles in a game where we're not staying on the same map.  Seems a lot of work for little benefit.  What would be better would be each time you went back to the same place, there was a chance of different weather conditions, kind of like the hazard maps in ME3MP.



#156
nfi42

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I think the idea that Steam will lose its status as a market leader is far-fetched. Apart from Steam, GOG is the only platform I use. I guess Origin, but only because EA forces it for its games; the selection and usability aren't there yet. 

 

agree, out of likes.

 

I'm even happy to use Microsoft store.

 

if they price games appropriately.

if they remove VSync from Optimus laptops.  The have removed it on PC's, not optimus yet.

if games are optimized for PC, nVidia cards as well, not like what they did with quantum break.

if the give us overlays to monitor framerates etc, so I can tune my game

if they do allow game mods alla Steam.

if they do not charge for online.

if Borderless windowed, or whatever there so called their equivalent, does not have input lag

 

Sadly reshade is out and it's nearly mandatory these days.

 

I did buy Gears of War for 20 dollars and it was a 3/10 port for me.  Couldn't get rid of enormous screen tearing in cut scenes.  Not playing it again,  worth 20 dollars.  The Store experience was abysmal, Download aborted 7 times and I had to restart it, fortunately it picked up from where it stopped.  The store itself wouldn't let me buy the game initialy,  said I had the wrong version of windows 10, while windows update said I did.  This was 6 months after my initial install of W10.  had to do a manual install of windows.

 

After reading what I wrote,  why would I ever consider using it?


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#157
nfi42

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I wonder how UWP will affect performance. In my experiences, a one size fits all development platform usually has it's drawbacks because they have to find a way to bootstrap the executables to one of the designated platforms(Easier when they share the same architecture though). Java needs a runtime engine(heavy duty for smaller devices), xamarin doesn't have a few features for android.e.t.c  For things like games, It would be extremely difficult especially when they are optimizing their graphics by accessing very low level graphical apis. On the note of UWP : http://www.howtogeek...-windows-store/

 

Good for lightweight games though

 

See above

 

Been doing IT for 30 years, UWP has it's pluses, but not for critical software or games.  Office doesn't even use it.


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#158
Malthier

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It's great for games like Skyrim and The Witcher but it's a dumb idea for a space game.


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#159
malloc

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See above

 

Been doing IT for 30 years, UWP has it's pluses, but not for critical software or games.  Office doesn't even use it.

Software Engineer as well,

 

Yeah. The more interaction software needs with lower level components the more difficult it is to port to other parts. Aspects of it tend to suffer.


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#160
nfi42

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Software Engineer as well,

 

Yeah. The more interaction software needs with lower level components the more difficult it is to port to other parts. Aspects of it tend to suffer.

 

Gathered that from the signature, makes me smile every time I see it. B)

 

Like this one too

public static void recursion() { 
   recursion()
} 

Been out of java for a while,  fogive any syntax errors.


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#161
KaiserShep

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I don't see the point of day/night cycles in a game where we're not staying on the same map.  Seems a lot of work for little benefit.  What would be better would be each time you went back to the same place, there was a chance of different weather conditions, kind of like the hazard maps in ME3MP.

 

 

And that's really the thing. With hitting different worlds all the time, there's no real sense of time where it would be meaningful. Perhaps it could be night when we go to that same planet later, or as you say, totally different weather. That would be enough to make the world feel dynamic. 


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#162
AngryFrozenWater

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@nfi42: malloc is also a C memory allocation function. ;)

 

I'm a developer as well. Making an entire scene darker or lighter isn't as graphical intensive as one thinks. That's because it is a global light source, like a sun. A global light source takes less effort than many smaller ones (like candles or light bulbs), because a global light source is always required and making that brighter or dimmer wouldn't change much, although it (the sun) has to move. More local light sources are more expensive, because each one needs to be rendered on top of the global one and the shadows, reflections and material effects need to be calculated and drawn (for each object and light source in the scene).

 

A reason not to have day and night cycles can be story related.

 

Maybe we don't visit planets with more than one sun for performance reasons. I hope BW will surprise us, though. Maybe the Frostbite guys at DICE are clever enough to dream up solutions for that.


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#163
nfi42

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I've never developed in C, but now that you mention it,  duh how did I miss that.

 

Yes so much  about how graphically intensive different light sources.


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#164
TurianSpectre

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I havent posted a thread on this but i have mentioned it in other threads that i think this would be a really good idea as GTA does it really well so why cant we get it in ME:A? It would make for a much more immersive game as you might be walking down a street in the day and all is civil but when you walk down the same street at night its much more hostile



#165
nfi42

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I havent posted a thread on this but i have mentioned it in other threads that i think this would be a really good idea as GTA does it really well so why cant we get it in ME:A? It would make for a much more immersive game as you might be walking down a street in the day and all is civil but when you walk down the same street at night its much more hostile

 

 

The naysayers say it would be too complex to develop for each world, and why would you even need it as a world's day is long and would take development costs from story and romance.

 

The yaysayers (me) say it's a one time development cost with individual parameters for each world. The day night cycle would be shortened to show progression.  a time forward mechanism like skyrim and tw3 would be needed if you need to visit a quest giver who sleeps.

 

I say it adds diversity to enemy encounters in one playthrough and over many, makes the game feel different each time without impacting story and romance.


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#166
InsanityWolf

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For some reason, Bioware seems to be allergic to putting day/night cycles in their games in a time where nearly all of the other AAA open world games supports day/night cycles.

So will Bioware be behind the curve yet again with MEA when it comes to day/night cycles?

 

It depends on how you implement the day/night cycles and what the current engine allows.

 

If you want the mission to change with the time chosen to begin the mission like in MGS:V the whole mission needs to have changing guards and everything. This only works with a base infiltration mechanic focus since there is a lot of effort needed to create challenges that are still high quality while maintaining the amount of missions in total. This is a conflict, because the time needed to programm a mission should go up, so that there can be less missions programmed in the total developement time (that's how my common sense thinks it is working). I would prefer more and different missions.

 

If you just want to have different skies during a mission that should be possible... but the problem lies within the lighting of the scenery below. The engine needs to adjust lighting in a way that makes objects look darker without actually making the whole screen look dark. From what we have seen from the trailers this is possibly the case for ME:A.

 

Here is my opinion on this:

Changing day/night-cycles only make sense when they are usefully implemented into the game. In MGS V they implemented it within a gameplay mechanic that actually made sense and was creating a challenge. If the cycle is just implented for an optical purpose then I highly prefer that it is kept minimal as far as it is in conflict with developement time for missions or anything story related. If there is a surplus of time and resources to add it in, I would be happy to see this as a feature if it actually adds something to the scenery/immersion/feeling of the game.



#167
Elhanan

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I havent posted a thread on this but i have mentioned it in other threads that i think this would be a really good idea as GTA does it really well so why cant we get it in ME:A? It would make for a much more immersive game as you might be walking down a street in the day and all is civil but when you walk down the same street at night its much more hostile


I find it somewhat amusing that GTA and immersive are linked in a single post....
 
^_^
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#168
TurianSpectre

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I find it somewhat amusing that GTA and immersive are linked in a single post....
 
^_^

I just meant that the real time use of it in GTA is good but that it would work in a more immersive way in ME:A


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#169
Elhanan

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I just meant that the real time use of it in GTA is good but that it would work in a more immersive way in ME:A


I know; j/k.

I find what little I have seen of GTA to be a tad unrealistic (thankfully). This whole issue is up to the devs for me; really do not care that much unless it breaks the game in some way.
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#170
Chealec

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The naysayers say it would be too complex to develop for each world, and why would you even need it as a world's day is long and would take development costs from story and romance.

 

The yaysayers (me) say it's a one time development cost with individual parameters for each world. The day night cycle would be shortened to show progression.  a time forward mechanism like skyrim and tw3 would be needed if you need to visit a quest giver who sleeps.

 

I say it adds diversity to enemy encounters in one playthrough and over many, makes the game feel different each time without impacting story and romance.

 

Theoretically, in a game like Mass Effect, the hard work for implementing day / night cycles would all be done at the start - how the light source (sunlight) is applied, it's strength, rotational speed of the planet, how hot it is and what effect that has on the atmosphere and the diurnal/nocturnal cycles of the flora and fauna.

 

That would be a big job, but once you've worked it out it could be applied, individually, to planet after planet by just altering input parameters.

 

If you've ever played X3, the entire galaxy map, including the stars and their location, colour and intensity, are all basically just stored in a big ol' XML file; effectively that's the input parameters - the engine works out how to apply them.


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#171
TurianSpectre

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Theoretically, in a game like Mass Effect, the hard work for implementing day / night cycles would all be done at the start - how the light source (sunlight) is applied, it's strength, rotational speed of the planet, how hot it is and what effect that has on the atmosphere and the diurnal/nocturnal cycles of the flora and fauna.

 

That would be a big job, but once you've worked it out it could be applied, individually, to planet after planet by just altering input parameters.

 

If you've ever played X3, the entire galaxy map, including the stars and their location, colour and intensity, are all basically just stored in a big ol' XML file; effectively that's the input parameters - the engine works out how to apply them.

Could be possible if its that simple



#172
Felps Cross

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It shouldnt be a priority, but it would be cool to see in-game. 

 

If not, I wouldnt mind. There are more important things to be put in a game like this first before even considering day/night cycles for lots of different environments.



#173
AngryFrozenWater

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Theoretically, in a game like Mass Effect, the hard work for implementing day / night cycles would all be done at the start - how the light source (sunlight) is applied, it's strength, rotational speed of the planet, how hot it is and what effect that has on the atmosphere and the diurnal/nocturnal cycles of the flora and fauna.

 

That would be a big job, but once you've worked it out it could be applied, individually, to planet after planet by just altering input parameters.

 

If you've ever played X3, the entire galaxy map, including the stars and their location, colour and intensity, are all basically just stored in a big ol' XML file; effectively that's the input parameters - the engine works out how to apply them.

Comparing X3 to an ME-type of game is nonsense, because there is not a single planet in X3 on which you can land.

 

Besides, in a game like MEA the lighting is not static at all. You cannot calculate it once and "just" render it everywhere. That's because you move around the surface, so even though the lighting does not change (when there are no day and night cycles), the shadows, reflections and material properties have to be calculated and drawn real-time in a realistic way (for each object (vegetation, creatures, vehicles, buildings, liquids, rocks...), global light source (the sun) and local light sources (like fire, light bulbs and so on)). And I'm not even talking about things like atmosphere, smoke, fog, weather conditions, etc.



#174
TurianSpectre

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It shouldnt be a priority, but it would be cool to see in-game. 

 

If not, I wouldnt mind. There are more important things to be put in a game like this first before even considering day/night cycles for lots of different environments.

I wouldnt mind either but i just feel that its one way that they could top what they did on the original trilogy



#175
Chealec

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Comparing X3 to an ME-type of game is nonsense, because there is not a single planet in X3 on which you can land.

 

The principle is the same though - just the engine has to do a lot more with the input parameters.

 

In X3 the parameters merely determine the colour and intensity of the star in the sector - the game engine works out how that's applied to the asteroids, spaceships, factories and everything in the sector uniformly.

 

An ME-type game could define very similar parameters but the engine would have to calculate far greater effects. Each "sun" object (at the most basic level) would have colour and intensity parameters. The planet/environment would have parameters that are affected by the sun - from lighting to weather patterns (based on energy input from the sun's intensity parameter, atmospheric composition and density, planetary rotational speed and the presence of any moons). The various Fauna objects would have a flag for being nocturnal ... and so on.

 

The actual calculations are far more complex but it still essentially boils down to having a bunch of objects with input parameters and you could completely change worlds by just tweaking those input parameters in each instance - that's pretty much how procedural generation works.

 

 

However, if the game attempted full dynamic atmospheric modelling, you'd need a Cray supercomputer to run it.