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Corpses shouldn't disappear!


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#26
terjesolgard

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Dallo wrote...

Maviarab wrote...

It also adds incredibly to the system resources the game uses....another majot factor in deciding not have corpses everywhere....as they all need rendering, coding etc etc etc.



This...

There are probably a number of reasons why Bioware decided to run with decaying corpses but, for sure, efficiency would've been right up there.  NPCs, alive or dead, constantly run a number of scripts, at least that was how it was in NwN and I assume a similar principle applies. 


Dragon age doesn't have the newest generation of graphics, and the places you visit aren't extremely large. But all I want is an option in the menu so at least people who want corpses can have them, even if the game will run abit slower. It has been done with much older games, and it should be possible now

#27
Dallo

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terjesolgard wrote...
Dragon age doesn't have the newest generation of graphics...


No it doesn't.  Terrain tecture in particular is a bit underwhelming, though certainly NPC detailing is excellent.  However, there is a lot of stuff that *moves* - lava, fog, fire, flags fluttering etc etc, all of which add to the load.  Your NPC can see quite a way into the distance too, ie not that much 'fog-of-war', and that's a very big rendering job.  Other stuff.

My computer is 2 years old - core 2 @ 2.66, stack of RAM, good 512 card - but I can only get decent framerates running on medium.  A *lot* of people would be in a similar situation or worse.  Corpses lying around firing off scripts constantly would make things a whole bunch worse.

,,,and the places you visit aren't extremely large...


Huh?  Compared to what??  Relative to NwN 1 and 2 some of the areas are huge and quite busy.

But all I want is an option in the menu so at least people who want corpses can have them, even if the game will run abit slower. It has been done with much older games, and it should be possible now


Obviously Bioware isn't going to do this for a few individuals, and the non-response to this topic shows that most folks are happy the way things are.  Someone would need to make a mod.  I note that a poster in this topic claimed to have one, but following the link I also note there are no files...

Modifié par Dallo, 11 février 2010 - 09:17 .


#28
Gecon

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Its because corpses cause graphic lag.

#29
kordz

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Throughout most of my gaming life..when The Maker brought 3D games into the world.. one of my only wishes were for the dead bodies of which i made dead..to stay dead and not fizz away or mysteriously disappear. It could be because the game uses extra data to keep these bodies on the ground.. or maybe it's because the Directors of the gaming industry realize that making a game great..will make you money..but making a game perfect..will ensure no further sequals...So..they now have the technology to give us what we want..they could indeed make the game of your dreams..but they won't..because answering all of the gamer needs in the form of one game will doom all future games.. and it starts with problems as small as keeping fallen foe where they belong...



The closest i've seen to this was the Metel Gear Solid series.. though..even after a decent while..bodies do vanish..

#30
SurfaceBeneath

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Isn't there a mod to fix this?



Oh wait... silly console gamers :3

#31
Tu_Ghost

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personally i just say stray dogs, wolves and other things took the corpses away .. Role play a lil,put your mind to ease

#32
VampireCommando

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i agree, it would be nice after a battle to walk around a room and think '**** yeah look at that body count' lol

#33
terjesolgard

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Dallo wrote...

terjesolgard wrote...
Dragon age doesn't have the newest generation of graphics...


No it doesn't.  Terrain tecture in particular is a bit underwhelming, though certainly NPC detailing is excellent.  However, there is a lot of stuff that *moves* - lava, fog, fire, flags fluttering etc etc, all of which add to the load.  Your NPC can see quite a way into the distance too, ie not that much 'fog-of-war', and that's a very big rendering job.  Other stuff.

My computer is 2 years old - core 2 @ 2.66, stack of RAM, good 512 card - but I can only get decent framerates running on medium.  A *lot* of people would be in a similar situation or worse.  Corpses lying around firing off scripts constantly would make things a whole bunch worse.

,,,and the places you visit aren't extremely large...


Huh?  Compared to what??  Relative to NwN 1 and 2 some of the areas are huge and quite busy.

But all I want is an option in the menu so at least people who want corpses can have them, even if the game will run abit slower. It has been done with much older games, and it should be possible now


Obviously Bioware isn't going to do this for a few individuals, and the non-response to this topic shows that most folks are happy the way things are.  Someone would need to make a mod.  I note that a poster in this topic claimed to have one, but following the link I also note there are no files...



I feel like you thinks that corpses would use like 50% of the hardware. That isn't the case. And you say further down that they wouldnt add corpses for a minority of the players, yet you argue that YOUR computer is 2 years old and it would be crap for you if it happened. Considering xbox, ps3 and alot of players with great computers I would say you are a minority aswell. So with your own logic why should they bow to you?

And exacly where in Dragon Age is it large terrains or places? Most cities or places you go are smaller zone, with are cut into more than one again. If you enter a house it is a loading screen, aka a new zone.  And very few npc's do anything at all. They mostly just stand at the same position the entire game.

It shouldnt be too hard to add a option for us who wants corpses that's all I say. The mod is proof for that.

#34
Rictras Shard

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terjesolgard wrote...
I feel like you thinks that corpses would use like 50% of the hardware.


I freely admit I do not know a lot about programming and hardware. I would venture to guess, though, that later in the game, with thousands of corpses lying around the various areas, the hardware would use a lot of resources keeping track of them.

#35
Maferath

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one simple way to solve this would be to make corpses disappear only when you leave the area... Baldur's Gate had something similar to this.

#36
Randomname1212

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Very active corpse maggots, what can I say?

#37
RetrOldSchool

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I have to say I would've prefered corpses staying put :)



But I can't say it's something I really care about.

#38
Dallo

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terjesolgard wrote:



I feel like you thinks that corpses would use like 50% of the hardware. That isn't the case.




A caveat first: I haven’t checked the Dragon Age toolset yet, so obviously don’t know for certain exactly what script slots, nor types of scripts (and type is important) that NPCs use in this game. However, I made a very large module for NwN (35+ game hours) and the basics would be the same, and I’m aware also that this game is actually more script intensive. We’ve already discussed the rendering etc etc.



In my experience fully operational NPCs (alive or slain) suck a LOT of resources, and past a critical mass or number of them maybe 50% or more. Even if they’ve been killed, whilst they remain extant in the area they’re firing off heartbeat scripts, perception scripts etc etc. (Actually placing an already dead NPC in an area is something else since the scripts can be removed from their handler slots.) This is why most enemy NPCs are not in an area when you enter it, but are rather spawned in via encounter trigger or some other method. Yes, alive and perhaps attacking NPCs use more resources than slain ones – animations, spells, other various combat scripts firing etc – but the dead ones are still a performance liability. A live NPC that has not actually spotted you is pretty much identical to a dead one on the ground resource-wise. If they (the dead ones) were allowed to remain in a largish, detailed area (moving detail in particular) with a *lot* of combat then near the end of exploration and fighting in that area your system, regardless of how good it is, would be suffering some kind of performance hit. In medium or lower end systems this could be quite significant.



if you could be bothered, and if one of your party has the requisite stealth talents, you could even test this by stealthing through, say, one of the larger Deep Roads areas and triggering all the encounters, before returning to where you started and beginning your whole party exploration/fighting. Regardless of your PC hardware (have no comment about other platforms) I would be extremely surprised if you didn’t notice a significant performance difference.



Anyway, not all bodies disappear after combat, often there are a few left lying around, so Bioware has actually addressed your concerns with ‘realism’ to an extent they feel is reasonable without compromising the experience of a large number of their clients. I would venture to guess that most people playing DA:O on a PC would be playing at medium or low.



But anyway, yeah, it *is* the case in some situations, in my experience as an amateur dev, that slain NPCs could have a significant impact on performance. It would take a lot of them to suck 50% but it’s certainly possible.



And you say further down that they wouldnt add corpses for a minority of the players, yet you argue that YOUR computer is 2 years old and it would be crap for you if it happened. Considering xbox, ps3 and alot of players with great computers I would say you are a minority aswell. So with your own logic why should they bow to you?




Well, they already have bowed to me, which is to say common sense, haven’t they? I can make no comment about other platforms, as I said above, and obviously I have no data about different platform numbers, but decaying corpses in a PC version is necessary, even (probably) with a great machine, which most of us don’t have.



And exacly where in Dragon Age is it large terrains or places? Most cities or places you go are smaller zone, with are cut into more than one again. If you enter a house it is a loading screen, aka a new zone. And very few npc's do anything at all. They mostly just stand at the same position the entire game.




Forgive my spelling, maybe: Ostagar, Lothering, the Wilds, the Deep Roads areas, all the temple areas, Denerim Markets, Redcliffe Village, some of the forest areas, all of these and more are huge, and some very busy also with moving placeables etc etc and largish numbers of NPCs. Also, it doesn’t matter that much relatively speaking whether NPCs are animated or not.



It shouldnt be too hard to add a option for us who wants corpses that's all I say. The mod is proof for that.




Again, the low number of people responding to this topic attest to the fact that most folks are quite happy with decaying corpses, consider it no biggie, recognize the necessity of it, insert other reasons... And I saw no mod. A project with no files is all....


#39
Dallo

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Maferath wrote...

one simple way to solve this would be to make corpses disappear only when you leave the area... Baldur's Gate had something similar to this.


Yep, that would work, especially in this case if the player never returned to the area for any reason.  In fact this sort of clean-up is often common practice.  In my NwN module I actually wiped clean whole areas of everything when i could be sure a player wouldn't be back. 

To be clear, though, most NPCs (and other stuff with scripts attached) only become active when a player entres an area and switch off when s/he leaves.  Mostly...

EDIT:  there'd still be the performance problems when a player was still exploring the area though, as detailed above.

Modifié par Dallo, 11 février 2010 - 11:31 .


#40
kordz

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I've actually messed around with a few game engines that have that option. These were simple engines that could create massive simple 3d games..a little scripting done and not even corpses..but statics and LOD effects would also deactivate and when you turn around they appear fast enough for you not to notice. This is an awesome feature however, it doesn't blend well with the ragdoll corpses since it drops the body back into the current cell.. you could kill something.. do a 360 turn and find that dead something in a complete different pose..thanks to those two mixes and due to the demand of realism in games i doubt anyone will not be using ragdoll. people can argue that DAO doesn't use ragdoll..but it does to a certain extent..and also.. a MAJOR point.. i also own the Ps3 version (Console version for gaming,PC version for modding) and it does indeed deactivate corpses when i am not veiwing the area.. i noticed this because the game glitched once and bodies i had dropped..dropped again out of the sky..

#41
terjesolgard

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I am no expert in programming or anything. And alot of you guys have created your own stuff so it's clear you know more than me. But I think about games like Fallout 3 and Oblivion and I see that it has been done there, and worked well. That is what I base my opinions on.

#42
Sidney

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If you do this people will go:

"Hey I decapitated that one and now he has his head back on"

"Hey he died in an inferno shouldn't he just be ashes"

"Why doesn't that corpse have the arrow I shot at him"



I mean you can see how picky people are so they'll whine like no tomorrow about how "real" the dead bodies look. Just a pile of not moving character models won't help much.

#43
fluffyamoeba

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The Bethseda characters have way lower poly count than DA's characters. They have far fewer and simpler animations. There are much fewer characters onscreen at once, and those characters have barely any dialogue. The engine fallout3 and oblivion uses streams the area loading and unloading. I don't think DA does very much streaming, because it was originally an engine for PCs and not consoles.



terjesolgard wrote...



I feel like you thinks that corpses would use like 50% of the hardware. That isn't the case. And you say further down that they wouldnt add corpses for a minority of the players, yet you argue that YOUR computer is 2 years old and it would be crap for you if it happened. Considering xbox, ps3 and alot of players with great computers I would say you are a minority aswell. So with your own logic why should they bow to you?




PS3 and Xbox are painfully memory limited. They could not support persistent corpses the way that the mod for the PC version uses. Not without reducing the number of characters on screen.



And exacly where in Dragon Age is it large terrains or places? Most cities or places you go are smaller zone, with are cut into more than one again. If you enter a house it is a loading screen, aka a new zone. And very few npc's do anything at all. They mostly just stand at the same position the entire game.






Many of the outdoor areas are over 1km square. Ostagar, Redcliffe and Denarim for instance.

#44
dreadz10

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Ambeth wrote...

And if you have several (lootable) corpses piled on top of each other? You'd be rather upset that you can't loot them all, wouldn't you?


(and corpses stuck around in Oblivion (another Bethsoft game from around the same time) too. All those naked corpses. I started feeling guilty for looting them.)


I agreed with the topic post, until I read this post. Great point dude.

#45
terjesolgard

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Why is PS3 and Xbox so limited in memory?

#46
Phonantiphon

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I really don't see what the problem is. Actually I think it fits quite well that they decay...

#47
Matshelge

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terjesolgard wrote...

Why is PS3 and Xbox so limited in memory?


Because console makers thought 512mb should suffice for video and other RAM functions, while your average PC gamer runs around with 4gigs of RAM and 512mb of VRAM.