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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.10 00:42:00 -
[1] - Quote
We all know that the more you want to destroy an envrionment the more memory it takes up to do it. The more bullet holes you put into something the more the poor little ps3 has to remember that condition. So things like craters and smashing entire infrastrucutre into peices would be a lovely dream we have to get real and understand it wont be possible this generation.
So to compromise with the limited amount of memory why dont we have objects we can expect to destroy? and obstacles we can remove? something that may only have 3 states total, good health, injured, and destroyed. Maybe some objects get erased when destroyed such as lightpoles to lighten the memory load.
Lightpoles and like items should be to run over, doing so eliminates it entirely like any other vehicle.
Barricades (the thick metal fingers and walls) could be witteled away with anti material weapons making it less effective for cover but still provide excellent anti splatting measures.
Civillian Vehicles and some infrasturcutre can explode when exposed to alot of damage. Some structures will remain an additional hazard when destroyed such as reactor shielding at a power station leaking harmful radiation or lights the structure has.
All buildings with interiors should have automatic doors, they start neutral on npc maps but on player owned maps belong to the defender. Once you own a door it does not let anyone in unless its hacked from the other side. Altenratively doors can be destroyed with appropirat tools such as the remote explosive.
Roadways could have tank traps to prevent vehicle travel a logi and other infantry can easily hack them to 'disarm' the trap making it easy to roll over. Other infantry can hack them back to bring them to a raised state. Altenratively they can be destroyed after alot of antimaterial effort.
Buildings should also have armorplas for glass areas they will stop the first few bullets but will eventually break.
Add your semi destructable envrionment suggestions. They can be tactial, functional, or just plainly cosmetic destruction. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.10 05:02:00 -
[2] - Quote
Aijul wrote:Dynamic per pixel shadows might be too much. We'll all be playing at 10FPS with everything else going on, the horror! I think if destructive environments are too resource intensive, certain structures which are part of the level geometry (not static props) can "fake" destructive modeling. For example, take a look at this video made in the Source Engine. (Which is actually weaker than Unreal Engine 3) http://www.youtube.com/watch?v=N7MYttLnHpAI've never worked in UDK, but with the Source SDK, map geometry such as walls or floors are composed of brushes. These brushes can also act as physics objects, and yet still compose the level geometry. As seen in the video, the wall is being "destroyed" when shot at as it is composed of hundreds of these pre-shaped physics brushes. So instead of real-time DMM, it can be faked. Lamp posts could have a trigger state in which when they are hit, instead of dynamically fall over, they play an animation in which they are scripted to fall over upon enough impact. Sure it might look cheap, but it frees up the load on the SPUs.
Which is also why some of these destructables would self remove like broken tanks will. Blow a door up and the nanites dissolve it. ect ect
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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.10 06:19:00 -
[3] - Quote
Abner Kalen wrote:Iron Wolf Saber wrote:Aijul wrote:Dynamic per pixel shadows might be too much. We'll all be playing at 10FPS with everything else going on, the horror! I think if destructive environments are too resource intensive, certain structures which are part of the level geometry (not static props) can "fake" destructive modeling. For example, take a look at this video made in the Source Engine. (Which is actually weaker than Unreal Engine 3) http://www.youtube.com/watch?v=N7MYttLnHpAI've never worked in UDK, but with the Source SDK, map geometry such as walls or floors are composed of brushes. These brushes can also act as physics objects, and yet still compose the level geometry. As seen in the video, the wall is being "destroyed" when shot at as it is composed of hundreds of these pre-shaped physics brushes. So instead of real-time DMM, it can be faked. Lamp posts could have a trigger state in which when they are hit, instead of dynamically fall over, they play an animation in which they are scripted to fall over upon enough impact. Sure it might look cheap, but it frees up the load on the SPUs. Which is also why some of these destructables would self remove like broken tanks will. Blow a door up and the nanites dissolve it. ect ect Sure, per-pixel shadows might be quite alot if pushed to a very long draw distance, but the PS3 has more power than most games utilize. The core architecture is actually quite amazing. I know that people often compare Crysis & Unreal Engine, and that they are different, so I'm not sure this is a very good video to post, however I'm pretty sure Unreal is just as powerful as Crysis - here's a demo of Crysis multiplayer, and it would be nice if Dust looked this nice: Crysis PS3/Xbox multiplayer comparisonOh, also do you notice the assault rifle you can see through the reticle on the rifle itself? No "helmet-cam zoom". I hope they bring this back, it's just way more realistic. Someone else said "Ditch the Halo zoom" and I'd agree with that.
Unfourtunately the gallente assault rifle uses a camera for a scope. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.10 07:43:00 -
[4] - Quote
Abner Kalen wrote:Iron Wolf Saber wrote:Abner Kalen wrote:Iron Wolf Saber wrote:Aijul wrote:Dynamic per pixel shadows might be too much. We'll all be playing at 10FPS with everything else going on, the horror! I think if destructive environments are too resource intensive, certain structures which are part of the level geometry (not static props) can "fake" destructive modeling. For example, take a look at this video made in the Source Engine. (Which is actually weaker than Unreal Engine 3) http://www.youtube.com/watch?v=N7MYttLnHpAI've never worked in UDK, but with the Source SDK, map geometry such as walls or floors are composed of brushes. These brushes can also act as physics objects, and yet still compose the level geometry. As seen in the video, the wall is being "destroyed" when shot at as it is composed of hundreds of these pre-shaped physics brushes. So instead of real-time DMM, it can be faked. Lamp posts could have a trigger state in which when they are hit, instead of dynamically fall over, they play an animation in which they are scripted to fall over upon enough impact. Sure it might look cheap, but it frees up the load on the SPUs. Which is also why some of these destructables would self remove like broken tanks will. Blow a door up and the nanites dissolve it. ect ect Sure, per-pixel shadows might be quite alot if pushed to a very long draw distance, but the PS3 has more power than most games utilize. The core architecture is actually quite amazing. I know that people often compare Crysis & Unreal Engine, and that they are different, so I'm not sure this is a very good video to post, however I'm pretty sure Unreal is just as powerful as Crysis - here's a demo of Crysis multiplayer, and it would be nice if Dust looked this nice: Crysis PS3/Xbox multiplayer comparisonOh, also do you notice the assault rifle you can see through the reticle on the rifle itself? No "helmet-cam zoom". I hope they bring this back, it's just way more realistic. Someone else said "Ditch the Halo zoom" and I'd agree with that. Unfourtunately the gallente assault rifle uses a camera for a scope. I really hope they don't get lazy and have one scope for every gun type - that some guns have one type of scope, and other guns have other types - or based on mods you can buy. How cool would that be, to modify your various main weapons?
Unfourutnate its not a launch feature maybe post launch. |
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