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Sanctus

@Sanctus@lemmy.world

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

Sanctus,
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Then continue it right with Witchblade.

In its first week, Immortals of Aveum had a peak count of just 751 players on Steam. (steamdb.info) angielski

After 5 years in development and heavily pushing Unreal Engine 5 technologies, Immortals of Aveum was met with a whopping 751 player peak. For reference, Forspoken was considered a flop but still had over 12,000 players peak total. This may be the biggest flop of the year.

Sanctus,
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Yeah well, Armored Core 6 just released.

Sanctus,
@Sanctus@lemmy.world avatar

There was another big release, too. I can’t remember what. Final Fantasy?

Competing with established titles requires a lot if marketing.

Sanctus,
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Damn, necro’d a dead game with a necro

Sanctus,
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They did that in the last one. This looks like another reboot that has in universe reasons. Which means the old stuff still happened but due to the time stuff its happening again but different

Sanctus,
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We don’t want game movies. We would rather have new games based on these titles. Like how hard is Jax & Daxter? Make it move like GTA with some dark/light magic thrown in and a little steampunk and its done.

Sanctus,
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Tldr: NPC and Environmental density.

Sanctus,
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We don’t know how their NPCs are built though. The pathing seems to be the same for every NPC that moves, so I bet its baked in somewhere up the inheritance tree. They already use ocular occlusion to take down some of the clutter out of view. The fact is the city probably pushes the limits of the engine in its current state.

Sanctus,
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They’re probably using A*. I don’t really see how you can get more efficient than that.

Sanctus, (edited )
@Sanctus@lemmy.world avatar

Yeah but with how optimal the game is are they really not using waypoints for jobber npcs already? This game runs extremely well. That seems like a hell of an oversight. Thats why i figured the pathfinding was baked in somewhere higher up or something.

Edit: I really don’t think it is pathing. These models have insane LoD. I’m thinking they tuned it since D:OS2 but its the same engine. I bet its just compounding factors of high polygons, environmental effects (the earthquakes) and NPCs just existing in high number on top of that. There is more than double the amount of NPCs inside the city than anywhere else in the game.

Sanctus,
@Sanctus@lemmy.world avatar

Pushing the boundaries of the engine is different than pushing the boundaries of the industry. Maybe it could be the pathfinding. But movement doesn’t necessarily mean its pathfinding. I’m sure transforming all those polygons costs more computationally than pathfinding.

Sanctus,
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No idea, I’m wondering if they had their camera locked on them. I could see why camera movements would cause it. Either way I hope they fix it too.

Sanctus,
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John Carmack is a legend, but a fucken douche.

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