- 5,068
- Cambridgeshire
- gcooley66
Really good point! If I had to guess the cafe and the loaded player car are fully rendered in memory, the scenes are scripted so it’s easier to take the loaded asset and just play it in the scene. What’s really really cool is that it also takes the livery in to the scene seamlessly.I don't understand why some menus in the game are so static, yet the GT cafe and others are moving 3d/rendered?
To my previous post I think the challenge is that they don’t know what level (track needs to be rendered on the fly) the selected car is fairly easy to anticipate because you can’t change it once in a loaded environment.
Think about cars being like the player model in CoD or any other game the car is analogous for the “player”
In games like portal or half life/doom etc the loading between levels is fairly linear and predictable or GTA character switching.
GT does some smoke and mirrors with the screen transitions and fixing the player path once you chose to enter a “location/track” it does more smoke and mirrors with the dealerships in that you have to load from the car cards to the view where you get the ability to do 3D movie scape things or VR showroom etc
It’s so so so much quicker on PS5 it’s not noticeable but on PS4 there is a hard load between the transitions that feels more jarring than a 5/10s wait.
It’s technically a masterpiece on on how they do it and comparable with how GTA does map/level/geometry loading with such high geo meshes and level of detail.