this post was submitted on 12 Sep 2023
141 points (100.0% liked)

Gaming

30564 readers
156 users here now

From video gaming to card games and stuff in between, if it's gaming you can probably discuss it here!

Please Note: Gaming memes are permitted to be posted on Meme Mondays, but will otherwise be removed in an effort to allow other discussions to take place.

See also Gaming's sister community Tabletop Gaming.


This community's icon was made by Aaron Schneider, under the CC-BY-NC-SA 4.0 license.

founded 2 years ago
MODERATORS
 

A Starfield remake, of sorts, has been created in 48 hours, incorporating seamless travel between planets, something missing from the actual Bethesda RPG.

you are viewing a single comment's thread
view the rest of the comments
[–] amju_wolf@pawb.social 3 points 1 year ago* (last edited 1 year ago) (1 children)

A loading screen lets you load different areas of the game discreetly and make the game performative. This is especially important as Starfield is a single player game, it’s not hosted on a server or anything so it can’t distribute resource load that way, its all happening client side on the player’s system. They would have to simulate the entire world on their PC alone or develop a way to stream the content out dynamically and seamlessly.

That's not how any of it works.

We have had level streaming in Unreal for like a decade. Sure it's more complex to do things this way, but in general the way it works is that when you approach some area (are some distance from a planet or part of a planet) the next chunk of the world loads in, together with any NPCs and logic and everything else - it's basically a self contained map, just seamlessly integrated with other maps. There is no meaningful performance hit if done correctly. You certainly don't simulate everything all the time.

Additionally, all the other games mentioned (NMS, Elite, Star Citizen) also have basically all of the processing on the client side. The servers don't help the clients in any way; they only store primitive states for gameplay purposes, but all the simulation and whatnot is done on the client. And they still manage to be better optimized.