#Location Loading Optimization

1 messages · Page 1 of 1 (latest)

digital apex
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I know that patch 9 is underway and suggestions for it likely cannot be taken any more. However if you folks at EGS continue to optimize the game, I have an idea for how to optimize the main locations:
🟥 - The location is fully loaded - this will be directly around the location as well as inside of it (duh).
🟩 - The interior and exterior of the location have become low-poly, and a few small meshes and items will unload.
🟦 - The exterior stays the same as in the green section, but everything in the interior except for key items (Mayor's jukebox, Baker's oven, etc) and the AI have been unloaded.
All the land outside the three colored zones. - The exterior will become even more low-poly, and everything inside the location is unloaded. In order to prevent the player from noticing the unloaded interior, low-poly curtains that are color-coded to the location they're in (dark red with golden stripes for museum, blue with yellow stars for mayor's house, etc).

Here is an example of how this could work with the Raven Brooks Banner:

shell creek
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Hmm.. definitely interesting, especially with making things low poly as you get further away. However, the game already unloads certain objects when not looking at them, like doors and AI’s. This could definitely work for anything that doesn’t unload when looking away.

lusty fable
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I'm Like 99% sure this is already the case just without the lowpoly interior It just instantly deloads after a certain distance and they even made the building LODs have like Blacked out Doorways and windows back in Like Patch 6 so you cant see the interior deload

steel ether
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Maybe if they would add LODs for trees as well

lusty fable
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Does he know?

digital apex
lusty fable
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isntr that technically better for optimization.... 🧌

digital apex
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technically yes but it makes the game look worse

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there needs to be a healthy balance