Vinsanity.
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Procedural generation doens't mean random generation. The same process will yield the same result.
Thanks
Procedural generation doens't mean random generation. The same process will yield the same result.
Wait, so this means I'm getting different placement of shrubs, trees, and rocks from other players?
I plan to get this for my OG PS4 later. I hope it's still up to the task.
Guerrilla truly are amazing.
In this case, the procedural generation was used by the level designers to quickly, er, generate areas of the game. It's much faster than hand designing every square inch of the map. As far as I know, Zero Dawn doesn't do any significant procedural generation at runtime.
And yeah, Star Citizen is being developed with similar tools. It's the only way they'll be able to map out all of those planets.
Have you seen SunhiLegend's gifs of the game? They're all from the standard PS4
You're correct, except the bolded. The procedural generation does happen at run time but will always produce the same results. It doesn't need to be "baked". Saving on-disc data.
In this case it is baked, What is procedural is object placement, which is interpreted off texture height/distribution maps. It isn't generating new tree models or foliage textures. However where procedural enters into the picture is the ruleset it uses to populate and paint objects. Such as:
You had the ground foliage tool, on the dirt it populated with grass, but once the brush moved on top of the rocks the same layer instead populated it with moss. On the same distribution texture it would all be a black blob, but because the layer underneath was a rock it can tell what type of texture/object should go on the layer above.
Watch the 6 videos in the ppt presentation and you will get it.
I wonder if the day/night cycle is screwed up though? Dusk/Dawn don't last long and the shift to night and day is jarring cause it happens so quickly. I was hoping they would address this in a patch.
I read all those posts before posting and still don't get it. Is it something that the devs used to build the world more easily or will the world have random assets here and there every time you play?
There are conflicting posts:
After reading a little I think I agree with PLASTICA-MAN.
Watch the 6 videos in the ppt presentation and you will get it.
Imagine if Horizon had a map editor or a modkit to generate quests.
This is not impossible since many games had that on consoles like Far Cry.
Now imagine the ease to create maps and new quests for the game to increase its length like many rpgs.
PS4 is a beast.
If only its on PC
this is way too technical for me....LOL
Like I told you it is possible to do this on consioles since Far Cry games added a map editor on consoles too so nothing is ruled out.
Who knew making video game is so easy.What is too technical? See you just need to Click and voila Magic happens
Hopefully by the time i get a Pro they will add this feature , finger crossed.
Who knew making video game is so easy.
I plan to get this for my OG PS4 later. I hope it's still up to the task.
Guerrilla truly are amazing.
Man, GG are wizards (this goes back to their temporal reprojection which I thought was a genius move). Between them, Naughty Dog, and the ICE team, Sony has some muscle for years to come.
Sounds like randomized item placement, not procedurally generated terrain like we see in the OP. Odd that they didn't have a check if there are any terrain at the same spot when placing the herbs though.Ah, so that's why some medicinal herbs spawns under a rock and Aloy wasn't able to harvest it.
Aren't the ICE team and ND one and the same?
Some Gifs , Thanks to PLASTICA-MAN for helping out.
flipping through it makes me wonder how this stuff can easily lower the burden on hardware while still pushing for such detail heavy graphics
no wonder the game has a stable frame rate
Sounds like randomized item placement, not procedurally generated terrain like we see in the OP. Odd that they didn't have a check if there are any terrain at the same spot when placing the herbs though.
So this is how they were able to get the game to have such short load times. Amazing.
Incredible tech with so much time saved.
Hopefully they will take their time. Spring 2020 or later, I don't want to see it sooner.Hopefully they can put out sequel in less than 2.5 years due to these tools.
From the presentation, it just seems to be a faster editor tool to automate placement of authored assets while retaining some artist agency with its placement. Editors have been doing this (albeit mostly for just foliage) since the early ue3 days.
We really need some form of videogame-tech literacy thread so people dont get carried away by buzzwords such as "procedural".
Hopefully they will take their time. Spring 2020, I don't want to see it sooner.
I would think the project and mental model changes a lot between 2.x years and a 3 year plan.
Yes, but this procedural generation is done real-time on gpu instead of in editor on developers pc. I'm pretty sure other games also do it, but maybe on cpu instead of gpu (I may be wrong).
I wonder, what's the advantage of this? Is generating placement info realtime faster than just loading it from disc? I imagine geometry doesn't take that much data.
I think the confusion arises due to some misunderstanding regarding deterministic values. However, deterministic random number generators are used extensively in most procedural generation engines as it allows for "controlled randomicity"