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 No.20587

It’s the rendering
Apparently bethesdas creation engine does not and cannot handle logarithmic depth buffers

What’s that? It’s basically an algorithm that works to make sure pixels on objects that are far away or too close to the camera to the point that floating point precision errors occur are loaded in with a level of accuracy so that you don’t see constant flickering.
With creation it doesn’t have this meaning if you play literally any creation game and stare at far away mountains or nearby objects closely you’ll notice a lot of random flickering


Why does this matter for starfield? Because there’s planets really far apart from each other and if this bug doesn’t get fixed that means for the entire play through a player can expect to see random seams due to the fact that apparently no one at Bethesda uses the “skirts” or stitching trick to ensure low poly LODs match up with high res LODs along constant flickering of planets until it’s nauseating can and will cause a major PR disaster.

 No.20592

OpenMW has solved this problem a long time ago. If a long-timer AAA developer cannot even do that when a bunch of random people around the world could do it, then the future of gaming under capitalism is very bleak indeed.

 No.20598

If we’re talking technical limitations simply mentioning the amount of z fighting in creation games isn’t going far enough
Like what he said
>>20592
They need to fix issues with LODs not matching up correctly, lighting discontinuities between LODs, collisions, shadows, reflections, radius over tile based LOD loading, fixing the god awful AI path finding script attached to literally every in game enemy not using a ranged weapon, a decal system, and integrating procedural animation before their games even reach a fraction of the level of technical advances made by studios like naughty dog and rockstar


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