John Kowalski
Banned
(damn when is that lunch break this is getting crazy)
So does this mean the game doesn't store a game map? I would think the map would have to be procedurally generated or hand-crafted with no ability to be in-between.There wouldn't be any. It's procedural generation not random.
I'm so glad procedural generation is starting to get a better rep. It's all about the implementation behind the tech. A lot of people were mad about procedural generation when TES4: Oblivion was released, and we even saw it crop up again as a bad term last year with No Man's Sky.
The possibilities are amazing though, since our universe is essentially procedurally generated. A bunch of rules defining where things will be, in a nutshell.
There wouldn't be any. It's procedural generation not random.
There wouldn't be any. It's procedural generation not random.
I don't get it.
If its always going to be the same for everyone, why bother doing it in realtime, when you can just generate the game with it (No mans sky) beforehand???
Wouldn't you not want to add the load to the gpu if you didn't have to??
So does this mean the game doesn't store a game map? I would think the map would have to be procedurally generated or hand-crafted with no ability to be in-between.
Or does this just mean they procedurally generated a map, saved it, then touched it up. As it exists now on the game disc/file is a map like any other game.
Size (& performance?).
code for proc-gen is smaller than code with pre placed resources.
So does this mean the game doesn't store a game map? I would think the map would have to be procedurally generated or hand-crafted with no ability to be in-between.
Or does this just mean they procedurally generated a map, saved it, then touched it up. As it exists now on the game disc/file is a map like any other game.
WE NO MANS SKY NOW
Technically there would. Resources, grass and certain fauna would likely be placed in random locations within certain parameters but not precisely the same areas nor precisely the same formations every time. Tall grass (hiding areas) are perhaps placed manually for gameplay consistency.
It means the world can be easier to generate than manually placing every asset in the environment. This decreases drastically the time needed to finish an area and this is helpful especially if the game is open world which needs much time by traditional methods.
I see. Sorry if I'm being dim, but I take it "smaller code" equals "less load"? Therefore this is actually freeing up system resources?
Technically there would. Resources, grass and certain fauna would likely be placed in random locations within certain parameters but not precisely the same areas nor precisely the same formations every time. Tall grass (hiding areas) are perhaps placed manually for gameplay consistency.
I don't get it.
If its always going to be the same for everyone, why bother doing it in realtime, when you can just generate the game with it (No mans sky) beforehand???
Wouldn't you not want to add the load to the gpu if you didn't have to??
No, there is no randomness to this. If the same parameters and seeds are used for the algorithm, and the algorithm is deterministic (which it is, as the slides say so!), then you will always get the same identical results.
Check this
The world is placed by only handful of Artist. it will save a lot of time to manually curate each different environments with this Scale.
No , every thing is Proceduraly placed in the Environment even the Sounds too.
It will be the same Formations as the inputs maps are hand made or generated through world engine.
On page 19, there is something even more interesting: the big cursor which is used to place assets places random trees and grass, then when it is used a second time on the same place it places something different. Now you get the idea of procedural placement. Even the devs don't know what the program woudl put in a location.
So, basically its sorta like Speedtree but at a much grander scale and being done in realtime?
OP. You need to download the ppt presentation, it has videos showing how the feature works. On page 17 from the ppt presentation, Aloy is in that empty desert and using that technique, the world instantly gets instantly generated around here from garss to trees to everything.
Someone needs to make a gif about that.
So, basically its sorta like Speedtree but at a much grander scale and being done in realtime?
Are you perhaps responding to the wrong message? I did not state that everything is not procedurally generated I simply stated that there would be differences if people took pictures. Not major differences but differences nonetheless. Like the cars or crowds in GTA.
I'll work on that.
Exactly , also something akin to Substance designer, if you know that software.
I see. Sorry if I'm being dim, but I take it "smaller code" equals "less load"? Therefore this is actually freeing up system resources?
So does this mean that one player's forest is different to another's? Or is it made first using procedural generation then tweaked and "locked in" to the game assets?
pretty much, yes (edit, I am not actually familiar with speedtree, so maybe no?).
think of it this way, elite has 100 billion planets could you imagine how long it would take to program each planet by hand?
the same with NMS's 18 quintillion.
Are you perhaps responding to the wrong message? I did not state that everything is not procedurally generated I simply stated that there would be differences if people took pictures. Not major differences but differences nonetheless. Like the cars or crowds in GTA.
KK thanks.
I'm trying not to be too judgey about this. In my mind
Proc generation = hidden random caves/lairs in Skyrim (all basically same-ish)
Handmade = Shrines in Zelda
But I am willing to accept that in some circumstances it is super efficient and can complement a great game.
KK thanks.
I'm trying not to be too judgey about this. In my mind
Proc generation = hidden random caves/lairs in Skyrim (all basically same-ish)
Handmade = Shrines in Zelda
But I am willing to accept that in some circumstances it is super efficient and can complement a great game.
Engine of the year.
No. actualy engine of the forever.
It loads an entire open world map bigger than The Witcher 3's Velen, in probably 9 seconds. With rock solid framerates while outputting graphics equivalent to ultra settings on PC games these days. on a closed box with limited hardware.
Horizon on base PS4 looks like The Witcher 3 pre-downgrade.
I shit you not.
No. actualy engine of the forever.
It loads an entire open world map bigger than The Witcher 3's Velen, in probably 9 seconds. With rock solid framerates while outputting graphics equivalent to ultra settings on PC games these days. on a closed box with limited hardware.
This is a good read. The game is a good example of how the Procedural generation is changing the video game development. We can look forward to similar tech in big AAA games likes Star Citizen as well.
So does this mean the game doesn't store a game map? I would think the map would have to be procedurally generated or hand-crafted with no ability to be in-between.
Or does this just mean they procedurally generated a map, saved it, then touched it up. As it exists now on the game disc/file is a map like any other game.
Thought this was interesting, John Carpenter tweeted about Horizon:
I was amazed how the draw distances in this game (especially on the PS4 PRO) are really very extended for a console game.
I see. Sorry if I'm being dim, but I take it "smaller code" equals "less load"? Therefore this is actually freeing up system resources?
We started off with the more traditional procedural workflow of using procedural definitions and off-line bakes place our hand-authored assets from our procedural definitions.
We had already experimented a bit with this idea during Shadowfall, but the bake times were a big problem and iteration was slow.
Looking for a solution, we tried moving our procedural placement OVER TO GPU, in an effort to reduce bake times.
When we were looking at the placement speed of our first GPU prototype, we quickly realized that this was the way to go.
In fact, the results were looking so good, that we decided to try to make the system fully REALTIME, as this would not only remove bakes altogether, but it would also help reduce the amount of data we would have to store, and stream from disk.
I can't figure out the Video from the presentation , its not working for me. Could you help on that , i will update it in the OP.
So does this mean the game doesn't store a game map? I would think the map would have to be procedurally generated or hand-crafted with no ability to be in-between.
Or does this just mean they procedurally generated a map, saved it, then touched it up. As it exists now on the game disc/file is a map like any other game.
Hehe, I guess they liked our screenshot threads
You need to download the powerpoint presentation and download and isntall PowerPoint Viewer to,open it and read it. Then go to the pages I mentioned or any black page that appears and click the play button.
This is a poor hill to die on.
No. actualy engine of the forever.
It loads an entire open world map bigger than The Witcher 3's Velen, in probably 9 seconds. With rock solid framerates while outputting graphics equivalent to ultra settings on PC, on a closed box with limited hardware.
Horizon on base PS4 looks like The Witcher 3 pre-downgrade.
I shit you not.