Oreyn_Bearclaw wrote: »I am pretty sure there were some dev comments way back addressing how this would be problematic to implement without either having performance issues or capes that looked like crap...
Disagree, could have an nice PvP guild named the caped riders. Guild requirement is an 980ti or 1080ti, I7 and 32 KB ram.ZaroktheImmortal wrote: »
Though on a more serious note I'd be okay with that if anyone wants them.
VaranisArano wrote: »Depends. Will they be stapled to my character's butts like the Breton Hero costume?
The servers would probably have a melt down trying to render them all
ZOS said no, Engine cant support it. Lag would be worse.
MartiniDaniels wrote: »Cape will add another armor slot! I'm for it, it will open road for all kind of weird set combinations...
MartiniDaniels wrote: »Cape will add another armor slot! I'm for it, it will open road for all kind of weird set combinations...
Why would you think that? A guild talbard doesn't and if they could do a cape I'm thinking that is the way it would be done.
ZoS has said capes won't work and looking at some of the long hair styles I am inclined to believe them. We may want capes but if we got them I doubt anybody would be happy with the way they look. We are still complaining about hip flaps and capes would be much worse than those abominations.
More like cakes and flocks for me.
Decent chance for that, the most complex thing early humans would run into would be other humans.More like cakes and flocks for me.
"I read a theory once that the human intellect was like peacock feathers. Just an extravagant display intended to attract a mate. All of art, literature, a bit of Mozart, William Shakespeare, Michelangelo, and the Empire State Building. Just an elaborate mating ritual. Maybe it doesn’t matter that we have accomplished so much for the basest of reasons. But, of course, the peacock can barely fly. It lives in the dirt, pecking insects out of the muck, consoling itself with its great beauty."
Decent chance for that, the most complex thing early humans would run into would be other humans.More like cakes and flocks for me.
"I read a theory once that the human intellect was like peacock feathers. Just an extravagant display intended to attract a mate. All of art, literature, a bit of Mozart, William Shakespeare, Michelangelo, and the Empire State Building. Just an elaborate mating ritual. Maybe it doesn’t matter that we have accomplished so much for the basest of reasons. But, of course, the peacock can barely fly. It lives in the dirt, pecking insects out of the muck, consoling itself with its great beauty."
So they developed to handle other early humans.
We has always been pack hunters, however this did not really pay off until we leveled up crafting.
Yes we was the only species hunting adult mammoths as an routine.
For some reason we ran out of pray, yes blame global warming as usual.
Invent farming as an counter, the rest is history, yes it is
Capes was a thing before. But as you can see no elder scroll game has any Capes. Anyway at one point they considered it, but the engine is not supporting cape mechanics. As it cannot support flying mounts, and water physics.( No waves at all) Just simply cant handle it.
GoldenLight wrote: »It would be nice to see in the game but something I don't see them ever doing. May be possible if they made it an animation that was client side only and was not part of the server. Just having that option for pre-loaded cloaks that are in the client side.
The down side it that they would not be seen in the world and it would look strange with you playing the game and only seeing a cloak/cape on your character but no one else.
The servers would probably have a melt down trying to render them all
It's not an issue of performance, it's an issue of effort and whether Zenimax is smart enough to not do them in a dumb way. Capes don't even really need proper cloth physics -- of course proper cloth physics would look excellent, but they're not necessary.
Super simple capes, or really any form of loose cloth, can be animated by combining ragdoll physics (physics-driven animation) and IK rigging (anti-clipping). Use an IK approach to animating the cape, which would prevent clipping, and use physics to drive the IK animation.
This is very similar to how modern animation systems that use IK rigging for character animations work, rather than animators manually animating each individual bone and joint, they simply apply a general force, and the IK rig takes care of how the bones and joints react. Same thing can be applied to capes.
ESO already has a basic IK system in place for animating feet, it can be extended to animating other parts of our characters.Capes was a thing before. But as you can see no elder scroll game has any Capes. Anyway at one point they considered it, but the engine is not supporting cape mechanics. As it cannot support flying mounts, and water physics.( No waves at all) Just simply cant handle it.
1. Skyrim has numerous cape/cloak mods that piggyback off of the ragdoll physics available with Havok, and I'm pretty sure Oblivion also has a few.
2. Flying mounts and water physics have nothing to do with capes. They're irrelevant to this discussion.
3. Waves are doubly irrelevant, because you don't even need a proper physics engine to compute them. Look at the 2D fluid simulations in Unreal Engine 4, that are done completely through shaders and blueprints (for drawing to a render target).GoldenLight wrote: »It would be nice to see in the game but something I don't see them ever doing. May be possible if they made it an animation that was client side only and was not part of the server. Just having that option for pre-loaded cloaks that are in the client side.
The down side it that they would not be seen in the world and it would look strange with you playing the game and only seeing a cloak/cape on your character but no one else.
That's not how it works. Functionally, client-sided capes would work the exact same as costumes, outfits and styles. The server just keeps track of basic information to identify and define the costume/outfit/style you're wearing -- ie its ID, colour, etc -- and the client takes that information and actually uses it to display the costume/outfit/style on your screen.
Capes would work the exact same way, with the server just keeping track of what cape style you've got equipped, what colour it is, etc, and the client is responsible for drawing and animating it.The servers would probably have a melt down trying to render them all
Servers aren't responsible for rendering. Your client is. Servers also aren't responsible for minor aesthetic physics calculations, either, such as particle effects or how hair should move. Your client is. Capes are no different.
More like cakes and flocks for me.
"I read a theory once that the human intellect was like peacock feathers. Just an extravagant display intended to attract a mate. All of art, literature, a bit of Mozart, William Shakespeare, Michelangelo, and the Empire State Building. Just an elaborate mating ritual. Maybe it doesn’t matter that we have accomplished so much for the basest of reasons. But, of course, the peacock can barely fly. It lives in the dirt, pecking insects out of the muck, consoling itself with its great beauty."
It's not an issue of performance, it's an issue of effort and whether Zenimax is smart enough to not do them in a dumb way. Capes don't even really need proper cloth physics -- of course proper cloth physics would look excellent, but they're not necessary.
Super simple capes, or really any form of loose cloth, can be animated by combining ragdoll physics (physics-driven animation) and IK rigging (anti-clipping). Use an IK approach to animating the cape, which would prevent clipping, and use physics to drive the IK animation.
This is very similar to how modern animation systems that use IK rigging for character animations work, rather than animators manually animating each individual bone and joint, they simply apply a general force, and the IK rig takes care of how the bones and joints react. Same thing can be applied to capes.
ESO already has a basic IK system in place for animating feet, it can be extended to animating other parts of our characters.Capes was a thing before. But as you can see no elder scroll game has any Capes. Anyway at one point they considered it, but the engine is not supporting cape mechanics. As it cannot support flying mounts, and water physics.( No waves at all) Just simply cant handle it.
1. Skyrim has numerous cape/cloak mods that piggyback off of the ragdoll physics available with Havok, and I'm pretty sure Oblivion also has a few.
2. Flying mounts and water physics have nothing to do with capes. They're irrelevant to this discussion.
3. Waves are doubly irrelevant, because you don't even need a proper physics engine to compute them. Look at the 2D fluid simulations in Unreal Engine 4, that are done completely through shaders and blueprints (for drawing to a render target).GoldenLight wrote: »It would be nice to see in the game but something I don't see them ever doing. May be possible if they made it an animation that was client side only and was not part of the server. Just having that option for pre-loaded cloaks that are in the client side.
The down side it that they would not be seen in the world and it would look strange with you playing the game and only seeing a cloak/cape on your character but no one else.
That's not how it works. Functionally, client-sided capes would work the exact same as costumes, outfits and styles. The server just keeps track of basic information to identify and define the costume/outfit/style you're wearing -- ie its ID, colour, etc -- and the client takes that information and actually uses it to display the costume/outfit/style on your screen.
Capes would work the exact same way, with the server just keeping track of what cape style you've got equipped, what colour it is, etc, and the client is responsible for drawing and animating it.The servers would probably have a melt down trying to render them all
Servers aren't responsible for rendering. Your client is. Servers also aren't responsible for minor aesthetic physics calculations, either, such as particle effects or how hair should move. Your client is. Capes are no different.
It doesnt matter how it is rendered.
ZoS has been asked this numerous times. Their response was capes, done right would cause too much of a performance hit to be viable in the game. Their comments are recorded in an ESO Live if you want to hunt it down.
You can argue with the people that built the game about it but until things change capes will not be a thing in ESO.
The best we could expect would be pretty much stiff as a board capes stapled to the character's rear end like the Breton costume, not the flowing capes that require cloth physics that people want.