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Creation engine


Hamguy31

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29km x 29km (or 841 square km).  Raw heightmap @ 16384 x 16384.

 

Pretty sure there is an upper limit on available cells, like Skyrim has about 260,000.  I haven't verified this myself (no need or interest) but I've read over at DarkCreations that Skyrim starts bugging out when more than 128 x 128 playable are cells are loaded.  I guess those guys would know since they are making the Beyond Skyrim mod series.

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29km x 29km (or 841 square km).  Raw heightmap @ 16384 x 16384.

 

Pretty sure there is an upper limit on available cells, like Skyrim has about 260,000.  I haven't verified this myself (no need or interest) but I've read over at DarkCreations that Skyrim starts bugging out when more than 128 x 128 playable are cells are loaded.  I guess those guys would know since they are making the Beyond Skyrim mod series.

 

so based on 207800 Acres real world example would be this compared to australia.

http://imgur.com/a/ZUDMI

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http://www.eteknix.com/witcher-3-gta-v-skyrim-far-cry-4-map-size-comparison/

https://m.reddit.com/r/skyrim/comments/1knk0j/

 

As technical limit of the game engine, the actual instances of cells is equal of the actual instance of any other object. 218 ~= 262.144.

Now, the fields to set the actual relative position of an exterior cell in TES4Edit are just 8 bits, signed. So technically 256x256 cells can be accepted by the game (but never tried.)

 

 

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http://www.eteknix.com/witcher-3-gta-v-skyrim-far-cry-4-map-size-comparison/

https://m.reddit.com/r/skyrim/comments/1knk0j/

 

As technical limit of the game engine, the actual instances of cells is equal of the actual instance of any other object. 218 ~= 262.144.

Now, the fields to set the actual relative position of an exterior cell in TES4Edit are just 8 bits, signed. So technically 256x256 cells can be accepted by the game (but never tried.)

this is the same in fallout 4 right? also isnt there some havok bug that crashes if you go over some limit.

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this is the same in fallout 4 right? also isnt there some havok bug that crashes if you go over some limit.

 

 

I do not have a valid answer.

I just think that this part of the game engine was not changed at all. But I never did deep testing of this in FO4.

 

Sorry.

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so based on 207800 Acres real world example would be this compared to australia.

http://imgur.com/a/ZUDMI

 

Yeah, or say a game map the size of Oblivion's 'Cyrodiil' (the playable areas and the ones barred by the invisible boundaries).

 

 

As an aside, I remember when playing Oblivion that most of the game map locked away behind the boundaries were fully developed with trees, grass, plants, rocks, mountains, etc.  The only things missing were the nav meshes and encounters.  This has nothing to do with the conversation, but I always found it odd that on the other side of mountains the player can never cross there were game-ready fields and forests.

 

 

Another consideration for what taxes the game engine are the empty dev worlds.  256x256 might be the hypothetical upper limit, but by default the game is processing huge world spaces players never see or have access to.  I think that is why 128x128 is the 'factual' limit.

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Another consideration for what taxes the game engine are the empty dev worlds.  256x256 might be the hypothetical upper limit, but by default the game is processing huge world spaces players never see or have access to.  I think that is why 128x128 is the 'factual' limit.

 

 

The "technical size" is 2 bytes. But I think some bits are reserved (just a hypothesis.) So probably you have only 128 items in each direction.

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