CarbonFire
Member
Oh wow, i just thought that was the game having some issues. I don't remember it being that bad in the game previews we have seen before.
Every trailer or gameplay demo has demonstrated it in some form. It's most noticeable in sections where the player is flying around just above the surface of a planet. Most of the demos from last year the draw-in was way worse, with creatures spawning mere meters from the player.
But make no mistake, No Man's Sky will get absolutely blasted for the way this tech works. All realt-time procedural generation suffers from this issue in one form or another, and most people have zero clue how any of this stuff works. It doesn't even matter that such a game is literally impossible to make any other way with today's tech (technically, financially or otherwise). It's unfortunate, but hey, what can ya do?
It's probably one of the reasons why a bigger, more established developer hasn't attempted something like this. There's no easy way of solving draw-in issues without just throwing way more horsepower at the problem until people stop noticing. And people are even less forgiving of AAA studios than they are of indie developers.
...also what the hell am I doing in the Spoiler thread? Gah I blame Sean Murray.