Hm... VR always comes with compromises. I think we all assume this. What makes NMS so different that it's not possible?
Hehe, Shifty Geezer is a sceptic who has not yet converted to the holy cult of PSVR
Hm... VR always comes with compromises. I think we all assume this. What makes NMS so different that it's not possible?
You have a tough work to do, evangelist.Hehe, Shifty Geezer is a sceptic who has not yet converted to the holy cult of PSVR
True, but then there's the extra border rendered beyond what's visible. So there's definitely more needed to be drawn.
Bethesda games have always been notoriously poorly optimised, plus there's plenty of scope to downgrade Skyrim without losing its base identity or appeal. Less grass here and there etc. Skyrim is about villages and NPCs and encounters. NMS is about exploration and vistas and scenery, so reducing those reduces the games core principle.I saw plenty of people (not necessarily here) saying Skyrim was impossible to port to PSVR before it was announced and law and behold it works quite well.
Granted that NMS is procedurally generated but I can't see why it would make a difference for it to be VR or not?
That's where I feel my concerns are coming. The game is already graphics light because it's procedurally generating everything, and creating low-poly content. Hello games would have to procedurally create the same content only in less detail? Or have appalling pop-in?That being said, it's always had a strong art direction and low quality assets, so I think they'll do fine.
Changing the amount of materials changes the playability. You can't have rarer resources without impacting play. And as I just said, NMS is about exploration and the scenery. How much can be pared back from a forest planet without losing its identity and pushing it towards a more lifeless rock? If you visit the same plant in VR, do you get less stuff, and swapping out VR makes it a different planet?But what kind of cut backs can they make? Less populated caverns; large, single instances of resources rather than lots of little ones grouped together; smaller groups of animals are easy methods that spring to mind.
All content is created in game, on the fly, on the console, based on a random seed.EDIT - I never read about it, but since this is an online game, I wonder if the procedural generation is actually made on the Cloud?
All content is created in game, on the fly, on the console, based on a random seed.
How could you store the entire universe to send that info to players? Instead, you record deltas, things that users have changed or named, and only synchronise that data. When you visit a planet someone else has visited, all the content is created procedurally. You are sent the random seed for that planet and the construction algorithms create it exactly the same as the previous player. You then get updates from the server for what names were given to creatures etc.
All textures and models and terrain are created on your local console using the arcane power of Maths.
To prove the point, NMS can be played offline, certainly on PC. You need a connection to share data with the rest of the player-base and get Units for uploading info.
NMS with VR whilst being like my dream game is also going to be near impossible without compromises, generating the world on the fly is extremely cpu/gpu intensive and now you want this to happen @ 60/90fps without missing a beat, its doable but they're gonna have to make compromises
Spent the better part of last evening with the VR goggles strapped to my face playing Wipeout. It's fucking amazing. Especially once you've turned off all the VR safety measures. I won 2 A+ speed 10 lap races in 2048 and went up to zone 60 as well, so my worries about playability were entirely unfounded.
The team did a fantastic job here. They even updated all the menus for VR. On the track, the game looks stunning. Seems like there's not much missing from 2d version. The barely animated crowds are now completely static, but that's about it. Even the image quality is great. This is on a regular PS4, btw.