Hacker News new | ask | show | jobs
by dartharva 1325 days ago
> A lot of useful criticism of the technological pains (delays, marketplace reception issues) they experienced with Cyberpunk was that they were using an in-house game engine unprepared for that genre (jumping from a game series where the fastest vehicle was a horse to one with cars and flying cars and planes is maybe not the easiest straight line).

What made it unprepared? What special needs did CP2077 pose against a game like Witcher 3 when both are similarly open-world exploration RPGs heavy on dialogue and cinematics?

1 comments

Specifically implied there is that one of the technical complaints was "draw distance" at speed and issues with "pop in" where things that should be visible aren't visible until "too late" after when they should be. If you build and tune a game engine for traveling at horse speeds and then add in vehicles that move three/four/five times as fast and some of them can fly, that puts a lot of strain on however you tuned the engine for drawing things at horse speeds and the expected results line up with many of the complaints about "draw distance" at speed and issues with "pop in".

Which is not to say that that was definitely the reason for some of those issues existed, but it does line up with what you would expect adding faster vehicles to an engine that hadn't been prepared for that.