I don't understand why they create so much geometry (and texture a load of it) in areas that you're never supposed to see. Doesn't it waste resources rendering trees and buildings in an "inaccessible" area?
If they did add anything there though they'd have to move mountains (literally) to enable access to it, as well as making sure what they added was also properly surrounded by geometry and invisible walls itself.Possibly. However if they ever decide to add something in that area it probably saves a lot of time.
Mettaricana wrote: »I found one in riften area like this and ran from rift to stonefalls
I don't understand why they create so much geometry (and texture a load of it) in areas that you're never supposed to see. Doesn't it waste resources rendering trees and buildings in an "inaccessible" area?
ssewallb14_ESO wrote: »It's really unlikely that any of that gets loaded or rendered in the actual game, at least not at a quality level that matters. If the engine's optimization technology were that poor the game wouldn't even be playable.
I traveled in these areas without tripping a load screen, so these areas are rendered with the active game or zone at the same quality as the actual game. Did you look at the screenshots in the video at the 1920 *1080 resolution on Youtube? There is no change in quality.
Here's a screen shot at 1920 * 1080 of the Crosswych mining camp located in Glenumbra of which I traveled to usng a secret door in Stormhaven and no loading screen appeared when I crossed into the inactive Glenumbra zone. Note that there are no NPC's in this zone, its just building structures and props. The rendering precision and quality did not change. The weather system also works in the inactive areas of the zone which is why you see the fog in the distance.
ssewallb14_ESO wrote: »
That's not quite how real-time 3D rendering works. No PC could render everything in that picture completely and at the highest quality with playable fps. Look up culling/clipping and mipmaping if you're interested in how engines trick the user into thinking they're seeing more than they are.
I know how clipping works. Your right that only the areas that you see are rendered, but what I was referring to is that the geometry and textures are still in your computer's memory even when you can't see them, even when it would be impossible to see them. Sorry if I didn't state this clearly in my last post.
And that's why I find it odd that somewhere like the Crosswych mine exists in Stormhaven. If Stormhaven is a separately-loaded instance, why are parts of Glenumbra built in it?stefan.gustavsonb16_ESO wrote: »Guys, no big, open world 3D game has ever loaded every visible part of the scenery into memory with full detail. Mechanisms like culling and mipmapping kick in at rendering time to save processing power, but the main mechanism behind memory conservation, and the thing that makes the game playable even with long lines of sight outdoors is "level of detail" (LOD). The things you see in the distance are much less detailed models than what you would see up close.
The version of Stonefalls you can see from the Rift is not the Stonefalls you see when you are in that zone. That's why a loading screen kicks in when you cross the invisible border: Stonefalls simply isn't loaded.
Merlin13KAGL wrote: »Design-wise, they probably originally made a version of the zones contiguous in case they were to make the world free-roam as in TES III. The load screens (essentially triggered by invisible walls) serve to load the additional data (NPC's, quests, etc) on crossing.
While it's far from optimal, it is at least better than if all of the above data was present ahead of time. (Morrowind still had load screens, of sorts, but they happened dynamically and were less noticeable, accordingly.)
They definitely could have used a backdrop or even rendered on the fly with areas like that. The invisible borders (grid check) would have prevented forward progress until it was unlocked). Much like weather and environmental aspects (non-interactables such as cats and grass) could be handled client side and add to the efficiency without taking away from the illusion that we're all running around in the exact same game.
For instance, if a storm is rolling in, it doesn't really affect anything if the cloud I see looks different than the cloud you see.
As it stands, it does seem like there are lots of additional structures and data that are unnecessary. I haven't gone looking for doors explicitly, but have fallen through the world enough times to know it would at least be nice to find my way back.
Anyway, awesome job, as usual, OP. Seems like they're missing some quest/exploration opportunities with some of these.
What performance software do you use, out of curiosity?
If you find your way around the player clips in certain zones, you'll find that, in some zones, all or a large percentage of other zones (Stonefalls in the Rift was my example) exist as part of the map for that zone. The OP's most recent concern is that the unclipped/LOD'd portions are being loaded into memory.stefan.gustavsonb16_ESO wrote: »Guys, no big, open world 3D game has ever loaded every visible part of the scenery into memory with full detail. Mechanisms like culling and mipmapping kick in at rendering time to save processing power, but the main mechanism behind memory conservation, and the thing that makes the game playable even with long lines of sight outdoors is "level of detail" (LOD). The things you see in the distance are much less detailed models than what you would see up close.
The version of Stonefalls you can see from the Rift is not the Stonefalls you see when you are in that zone. That's why a loading screen kicks in when you cross the invisible border: Stonefalls simply isn't loaded.
All of this data is placed in DRAM memory, and not cached to the hard drive; I know this because my performance software only shows that ESO accesses the drive during transitions like when traveling between zones and entering or existing buildings.
Possibly. However if they ever decide to add something in that area it probably saves a lot of time.
ssewallb14_ESO wrote: »If you find your way around the player clips in certain zones, you'll find that, in some zones, all or a large percentage of other zones (Stonefalls in the Rift was my example) exist as part of the map for that zone. The OP's most recent concern is that the unclipped/LOD'd portions are being loaded into memory.
I wanted to test this for myself, and it gave me an excuse to visit netherworld Stonefalls, so I did. The game never uses more than 1.5gb of Dram; it's the same in zones with or without superfluous content. As I approach areas with new textures or models (Riften into the world for example), it's loading them from the disk in real time. The same thing happens when entering Stonefalls from over the clips. ESO actually seems to manage memory very well, although I have seen the LOD algorithms bug out in the past. I didn't check vram, but it's likely the same scenario. Basically, it's working exactly as I described above.
I found a secret door in Coldharbour, so far it's all empty but i just got there.
I'll report back if i find anything interesting ...
I found a secret door in Coldharbour, so far it's all empty but i just got there.
I'll report back if i find anything interesting ...
No problem with using it in your video. And yes, it's easy to get there, all you need to do is jump over a few rocks.I found your location and it's so awesomely easy. Nice find! The two locations that I found weren't as easy to by pass as yours. If it's okay with you, I like to include your location an my Cold Harbor video. I'm give you the credit in both the post and the video for finding it.