[ame]
http://www.youtube.com/watch?v=3pg_JyVHXQU[/ame]
Some absolutely amazing environments here - actually they've blown my mind.
Also a semi kind of tech related question:
Maybe some of the Epic guys that lurk around can shed some light on something for me, but back in 2006 on my last project, when we were using UE3 we found it extremely problematic to do such wide freeroaming spaces butted up to one another in an open world fashion, there almost always needed to be some kind of transitional corridor / loading screen leading from one place to the next. ie 'levels' that you completed and then cut to some kind of cinematic before arriving in a new level.
Has this whole streaming system been vastly improoved for wide open spaces by epic since 2006 ish or are the Blade and Soul guys working their own magic here or?
Purely curious
P.S I'm very excited to be told that this is just standard UE3 nowadays, or that I'm a n00b and have no idea what I was doing back then.
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The art direction and aerial perspective are enviable. It's amazing what an intimate relationship with beauty this asian guys have.
looks very realtime though. lots of popping all the time, animations get clunkier further away etc. I mean god of war 1 had some impressive vistas so with a bit of skill I think it shouldn't be much of a problem. Also I'm sure that this guys are running this thing on a top notch rig, so with 32gb of ram you can pump the draw distance pretty far.
Thank for sharing though. This is great inspiration.
I might be a little biased being a huge time Hyung-Tae Kim fan thought >.>
What are the current map size limitations in uengine?
In mmo's you often do some magic tricks by having invisible loading-zones between the world-zones in passages.
blade and soul looked fantastic even 3 years ago:
[ame]http://www.youtube.com/watch?v=EtA1jSreK84[/ame]
I wonder how a couple of large persistant cities and 500 + inhabitants would go in those maps.... still great to see those big wide open spaces, even if they are sparse.
So great!! Even greater if I get to customise my own cat.
[ame="http://www.youtube.com/watch?v=h7Hq3YC3EXA&feature=player_embedded"]??????? 3? CBT ?? ?? ??? ?? ?? - YouTube[/ame]
The world size is limited to 524,288 UUs^3 which is 53 cubic kilometers at default scale.
To get the maximum size, I'd be using streaming and subdivision of Z into 106 vertical compartments to give me a total horizontal playable area of over 5,500 square kilometers.
'bout time I got an answer!
Now how can I get my hands on blade and soul, when's it coming out?
How hard would it be to have a 'wrap around' world, not spherical, but if you keep walking in one direction you end up where you started?
However, if you can't manage to create an area with minimal physics and combat in 5,500 square kilometers you may want to go back to the drawing board.
FYI, I know this works, because I've done it before. Where it actually falls down is when you're trying to use radial effects such as point lights and audio.
They do have a huge level indeed, but I don`t think they use any sort of streaming and everything seems to be loaded at the same time. Looks like they sacrificed detail for the size. Still they have some nice areas there, but lots of places feel empty too because of that.