NVidia has lots of competition.
It has always seemed to me that Bethesda's technical staff isn't up to date with modern rendering techniques, especially with respect to lighting. Still I can't help myself from being super excited for this game.
Bethesda have a history of building TARDIS environments, i.e. bigger on the inside than outside!Love those opaque bump-mapped windows. I suppose the indoor areas are separate from the outdoors again.
I assume they do it to make the world easier to design and stream. In Fallout 3 if you look at the DC map above ground, a fair few of the metro stations are actually in close proximity but when you enter the metro tunnels themselves, they are huge and the stations feel far apart.IMO that's not actually a good thing
I was trying to think of open world games that also do big internal environments and couldn't think of many. Unity had those huge palaces but they're absent in Syndicate. GTA V has very interiors and what exists are small or just empty spaces. Fay Cry 3 and 4 just has small interiors.Eh those just sound like excuses, other devs do indoor/outdoor areas fine. It's clearly a technical limitation of their engine that they don't care to or don't know how to work around.
The Witcher 3, and the interiors in that game look way better than what we've seen from Bethesda so far.
Or as in Metal Gear Solid 5, a crashed helicopter blocking a way which can lead you past a point where something in the story has to happen before the helicopter is removed.They've shown Fallout 4 with seamless building interiors, as I understand it it's only the larger building interiors that cause a load. The Witcher 3 definitely has a lot of small to medium buildings but big buildings are fewer and further between. The palace at Vizima is a separate load and Kaer Morhen is an loadable zone to itself.
Kaer Trolde is pretty big but seems to ave been conveniently placed with a single point of access and approach so the game engine has plenty of time to stream it in. Even in Novigrad and Oxenfurt, there are no really big buildings - just the same old repeating interiors which are scattered all around the map.
I see different smoke and mirrors from the arsenal of game developers. Coming next: invisible walls and steep slopes you can't climb ;-)