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File: Prease understandu.jpg (491 KB, 1179x1704)
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OH NO NO NO
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this tells me literally nothing
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>>58408599
Well, this will make it easier to import the map into G Mod.
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>>58408599
lamefreak jeet shill xisters, we need to start damage controlling like right now
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>>58408605
usually game maps are broken up into small chunks that can be loaded and unloaded separately to save on system memory. Having it all one model means the system needs to have the entire map loaded all the time, which means the game is asking for far more memory usage than it needs to, cutting into other stuff the system could be using it for. Which is probably a big part of why the game runs poorly, and why it looks like it was made for the Dreamcast
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>>58409900
>Having it all one model means the system needs to have the entire map loaded all the time
no it doesn't
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>>58409900
Thanks for the explanation, so is that why the game run so poorly
why they make it like that? it doesnt have any sense!
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>>58409912
then they better have another reason as to why the game looks like crap
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>>58409921
Lazy and dumb programming, on the surface this is the "easier" way to do it even though in the long run it makes things worse for them
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>>58408599
this tells me literally everything I need to know
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>>58408599
If it's a single model, in theory Lumiose City could be a playable Smash character.
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>>58409912
It would still make it harder to cull the offscreen faces. Do you want the processor to waste cycles checking every single face of an entire cities geometry? I'm assuming this is bullshit because it wouldn't be running at full fps on my machine if that was the case. The game is culling shit properly to the point where it's causing noticeable pop in for me, so they clearly do know well enough to not waste their processing budget on a fucked up model like that.
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>>58410008
>It would still make it harder to cull the offscreen faces
no it wouldn't
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>>58408599
Drop the model, I wanna port it to gmod
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>>58408599
this can't be true because i've seen entire parts of the city pop in while spinning the camera around on a rooftop. they're doing some form of culling at least.
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small indie company please understand
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>>58408599
Lazy fucks
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>>58408599
>>58409900
why why why WHY do they keep doing this
It's not even a problem of saving time, it's just textbook idiocy. The kind of glue-huffing mistake a /beg/-tier lolcow makes. How this Garten-of-Banban-like abomination gets developed and shipped to shelves is beyond me.
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>>58410254
>why why why WHY do they keep doing this
Because you are still going to buy it and give them money no matter how lazy, how shitty, how terrible their games are.
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>>58410254
>why why why WHY do they keep doing this
Because you’re a retard who doesn’t actually understand anything about programming so you always assume the worst when given zero context
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>>58408599
I'm not even going to pretend I know a thing about the logistics of performance, but I'm genuinely curious why they did this, KNOWING it means that Lumiose would look like complete dogshit in terms of world design thanks to all of the flat textures.
Was there actual high quality chunks of the map planned but scrapped because their roadmap that's already going all the way up to 2030 demands they rush LZA out the door ASAP so they can prioritize other projects that ALSO need to be rushed out the door ASAP, and the basic full map was supposed to be used for long-distance rendering like how all of the Pokemon in SV had low-fidelity models that were used when far away to try and save performance?
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>>58410301
To be honest, it probably could've worked better if they had just done vertex colors and completely ignored textures by the time they did this.
>the basic full map
Now, I'm not a 3D graphics programmer(I do 2D,) but from what I know, usually the LOD is chunked too-and done right before polishing the main map.
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>>58410254
Because rather than learn from 30 years of 3D development Game Freak is, in house, reinventing every wheel and discovering it all for themselves. Based on the Gen 10 leaks and Beast of Reincarnation they seem to be somewhere in the mid to late 2000s by now. Hopefully by 2035 they'll have caught up to the rest of the industry. It's actually quite amazing to watch, if you think about it. It's like if there was an island with cavemen but enough natural resources that they could eventually progress to the modern age. We get to watch Game Freak discover fire, metallurgy, the printing press, etc.
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>>58410301
Gamefreak is an insolated company that is unaware of industry standard practice and doesn't need to know about that. The game is guaranteed to sell 500 million copies no matter what it looks like because it has the pokemon name attached to it. They don't have to change or improve. They just have to make more pokemon
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>>58410254
because you keep believing shitty twitter bait like "the reason pokemon SV is so laggy is because the ocean is 10000x the size of the playable world!!!!" when the reality of things is that the ocean is 8 fucking polygons
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>>58410352
>500 million
Has never happened outside of mobile shit.
At most, LZA will sell a comfortable 15 million units, the standard for a single-version title on a high install base platform.
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>>58410381
Anon that was a exaggerated figure for the sake of a point
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>>58410254
the game's performance isn't even that bad though
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>>58408599
if real, do they have brain damage or something
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>>58410419
Please play other games and get standards
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>>58408599
if it works who cares? video games are smoke and mirrors.
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>>58410254
>why why why WHY do they keep doing this
Unironically because you'll buy it anyway.
And if not you specifically, then millions who will buy any game with "Pokemon" in the title.
They keep making money churning out slop, so why would they ever stop and put in effort for no reward?
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>>58410343
That's Nintendo in general. Open world craze that consumes Pokemon, Mario and Zelda was tendies discvocering Farcry 3 and Skyrim, decade after they came out
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>All these posts saying “it doesn’t work that way” and then not explaining how it works
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>>58410993
>retards who know nothing about how GameFreak develops their games arguing with OTHER retards who know nothing about how GameFreak develops their games
Shocker! It's almost like the only people who truly know are GameFreak themselves.
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>>58411007
>Once again anon has apparent knowledge on how programming works but doesn’t explain how anything is wrong, just displays faith in Gamefreak as an argument ignoring their constant fuck ups
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>All these posts saying “it does work that way” and then not explaining how it works
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Why doesn't GF know how to do this?
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>>58411049
>a basic understanding of how games load data and how memory usage works
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>>58408605
just retards being retards with their "leaked" "totally real" screenshots from retardland
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>>58410993
>a basic understanding of how games load data and how memory usage works
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>>58411062
They do? The game has pop in and LOD, retard.
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>>58408599
we got too cocky...
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>>58411031
I didn't say I knew anything, I rightfully asserted my place that I know nothing about how GameFreak develops their games, and that only they themselves truly know.
This is neither praise nor criticism for GameFreak, it's an objective lens of fact.
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>>58411103
nta but from what i can glean the pop-in is based on what your CHARACTER has LoS to, not what the camera does. so stepping behind and in front of a wall will often just make trees, bushes, etc vanish despite you the player being able to see them
at this point gamefreak should unironically make a game that only take place indoors. the indoor locations in this game actually look competent and dare i say it even good but the city is such hot ass it's hysterical
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>>58411125
>I don’t know how this works so people who do are retards because it makes Gamefreak look bad
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>>58411143
These people haven't posted proof they know how GameFreak develop their games, they're going off of their own headcanon assumptions.
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>>58411129
i'll reserve judgment on things like that because the game isn't out yet and half the emulators flat out don't even work with the game
if it happens on switch then yeah that's funny as fuck
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>>58411143
>so people who do
You haven’t proven you know how it works.
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>>58411172
i generally feel the same way and there's some things that i'll look at and say "okay that's likely an emulation error" like a tree texture loading in wrong or weird shadow flickering or a shop stand being made of glowing white sun, but the LoS pop-in is so consistent that i feel like there's no way it's just emulation
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>>58408599
I’m getting mixed messages about whether this is actually a problem or not
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>>58411196
no one knows because no one has the implementation details

anyone claiming otherwise is a LARPing retard trying to force a narrative
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>>58411196
from my understanding, on one hand, it is functional. you can make a map like this and have it work in-game. the problem is that in order to have such a large model loaded in at (nearly) all times, the detail of said model can only be so high otherwise the game would likely be running at half the framerate it already does, which is most likely why all the buildings are gm_bigcity tier, which is an odd decision to makke when you could split the map up into pieces and only have the ones the play can currently see loaded in, freeing up memory
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>>58411196
No one knows except GameFreak themselves, because they developed the game. Anyone else trying to be an armchair gamedev is either going off of their own personal experience (non-applicable due to different hardware and development practices) or literally making shit up.
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is this the 3D version of the Carmack mega texture?
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>>58408599
What's stopping them from cutting up parts of the city from the single base model that comprises of all Lumiose and making chunks using that?
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>>58409900
>save on system memory.
pathetic memory systems
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>>58408599
Good grief, GF, why are you so bad at optimisation... Granted, it does seem to be a lost art these days.
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>>58411508
incompetent developers and a fanbase that not only doesn't care that it looks like shit, but will call you elitist if you do
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>>58410343
>Hopefully by 2035 they'll have caught up to the rest of the industry.
Sure. Just tell the rest of the industry to hold their dicks for 10 years. But Game Freak have always been 10 years behind the industry. Funny how it never bothered you when you were 9.
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>>58411922
>Upper left corner: Tidy, clean and perfectly balanced design
>Everything else: Overly busy and filled with visual noise
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>>58411339
The ram is too limited to do this. Watch, a modder will put the more detailed buildings back in and it'll run fine on pc and maybe switch 2, but set the switch on fire. If they wanted it to run on switch with its fucking 4gb of ram they should have done load zones or chunks.
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>>58411980
If anything, Pokemon is too detailed and has too much going on. Why haven't they regressed to Atari graphics yet? Simple, cheap, only conveys the absolute essentials of information that actually matter.
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>>58411196
Its a problem because its a waste of gpu power to render that much geometry that you can't even see. Even if it's a single draw call it's still a waste. With proper culling you could have far better framerates.
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>>58408599
The circle
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IT'S JUST A LOWER POLY MODEL FOR THE SCENES WHEN IT CHANGES TO NIGHT AND DAY HOLY SHIT IT'S NOT THE ENTIRE CITY ALWAYS BEING FULLY RENDERED
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>>58413884
>posts no evidence of this claim
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>>58413914
Excellent reaction, if only people had the same towards OP.
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>>58413914
The "whole city" mesh people found is 355k verts / 252k faces. That's a perfectly reasonable low poly overview for aerial shots/map views. Its existence doesn't mean the playable city is one object drawn every frame. Big games often ship a coarse, merged area mesh specifically for brief panoramas/cutscenes.
On Switch 1 the game targets 30 fps, while Switch 2 runs 60 fps with less pop in and sharper distant detail. Those pop in/draw distance differences are exactly what you get when the engine streams world chunks and swaps LODs with distance. You don't see that pattern if a single giant mesh is always being drawn.
Switch 1 is an Nvidia Tegra X1 system with 4 GB unified RAM (shared by OS/CPU/GPU) and about 25.6 GB/s memory bandwidth. That budget forces large games to keep only nearby assets resident and render only what's visible. Holding every district's geometry + textures in memory and drawing them every frame would blow the RAM and frame time budget. It would run out of memory or crater into a slideshow.
The overview mesh is for cinematic/map use. Gameplay is streamed + LOD'd + culled. Not one giant city always loaded/rendered. If they were drawing the whole city every frame on Switch 1, it wouldn't ever hit 30 fps. It wouldn't even fit the memory budget.
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>>58410285
Exactly, gamefreak has so much power when Nintendo asked them to let Bamco or Squeenix take some of the weight, they were able to just tell them no. And that's because of how much money they bring in.
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>>58410254
BECAUSE I'M A STUPID VP FAGGOT AND I BELIEVE GAME FREAK CAN DO NO WRONG
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>>58414183
>WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS
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everyones retarded this is for a cutscene or probably the final boss where you fight the eiffel tower, which is clearly fucking missing from this one
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>>58414206
It literally proves why this isn't possible
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>>58414229
doesn't matter. /v/ermin want to believe it, so it's true to them.
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>>58414236
All I'm seeing is words with no comprehensive evidence to back it up, just jargon babble that makes literally no sense to anyone who isn't an autistic fucking loser.
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>>58414350
You're a retard
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>>58414357
Try saying what you just said to literally anyone who isn't a tech nerd, they literally won't understand what you're fucking talking about.
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>>58414509
You're actually retarded
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>>58414600
>no earnest refutation or even a comprehensible source of your claim, just childish name-calling
I accept your concession.
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>>58414630
Why are you talking like a faggot nerd now but too retarded to understand what you read or figure out the parts you don't understand? It really wasn't that complicated and a kid would be able to understand it. So you're retarded.
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dood this will literally make the switch's cram catch on fire jjust trust me
two more weeks until switch 2 joycon tabs all snap off and the magnets wipe the system's flash memory btw
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>>58414713
Only complete retards believe the entire city is being loaded as 1 model
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hurr durr
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>>58408599
1) View Frustrum Culling.
Just because all of that model data is in memory doesn't mean that it's all being rendered at the same time. The entire map isn't loaded the entire time.

2) Switch needs to optimise for the shittiest storage format available for the console (slow speed Micro SD), If they broke it up into chunks it would need either the implementation of loading screens for running around the map, or loading pauses.
3) The system memory is in textures, those are loaded in on the fly.
4) Game runs fucking fine 720/900p on Switch 1 at a locked 30 FPS is the same performance target as the Zelda games and it matches it.

This shit pisses me off to no end. "wah wah wah optimise it like this". It is running as best as it can on the Switch 1 shut the fuck up.

I fucking hate Game Freak, but you have to be brain damaged to not notice that this is the best performing game they have released on the Switch.
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>>58408599
Dev here, am not an engine dev but I have decent knowledge on this stuff. Using a single model is not inherently a bad thing depending on how the culling is implemented. Of course it'd be next to impossible to implement an LoD system with this approach, but when the entire map is so light on polycount there's no need for that.

Now, polycount on static objects is almost never a bottleneck, not even on the Switch 1. things like the amount of animated characters on screen and textures are usually the first things to affect performance on games without complex illumination like this one. The fact that the entire map is a single model is not a symptom of a problem, or a consequence of their choices, it's just a "why not" because they didn't have a purpose for the alternative.

My guess is that they just didn't wanna bother having to make LoDs for all the assets and they kept it simple and low poly. The switch 1 can't handle too many high res textures on screen, but you can add a lot of detail to the geometry of the models themselves. If the city was, say, 10 million triangles (which is is still extremely low for an entire city btw) but only rendered a fraction of those at the same time with culling and LoDs, the game could've looked a lot better. Things could've had detail instead of everything being flat.



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