How well could Nu be made to work for an open world game (world streaming)? #1270
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Perhaps there's a strategy in making an engine just support really big scenes instead of open world now that GPUs can hold so much more content at once. RE Engine tried to go open world with the new Monster Hunter and that was a bit of a disaster. Perhaps we should commit to plainly not supporting open world games in Nu. That will help guide other technological decisions more tightly and down a simpler path. If someone wants to fork Nu and see how far they can take it, then by all means. But from my perspective, world streaming is something that is actually becoming less technologically relevant as time moves forward rather than more relevant. |
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If you look at the scenes in RE8 (we term these very large, all-at-once scenes as 'mega-zones'), they felt extremely large even without world streaming. And, I think because of their non-open world design, they were significantly higher fidelity than what an open world design approach would end up with. So for these reasons, Nu supports very large, high-fidelity scenes (mega-zones) with user-defined portals instead of open worlds / world streaming. |
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I think world streaming should be possible in Nu if done in a bespoke, C-style way rather than in a generalized way like Unreal does it. |
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I think Jolt has first-class support for efficient origin shifting, so such an approach might be possible in Nu. Perhaps there's something we can do with the Octree to make it more efficient there as well? I'm guessing we just give the Octree a 'global' origin offset and then offset incoming and outgoing positions by that, meaning shifting everything in the Octree is just a matter of transforming the one said origin offset field... |
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This is when you do open world in the correct bespoke way, unlike Unreal engine - |
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Currently, this isn't directly supported in any generalized way.
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