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 No.20676

One thing that’s bugged me about games is decals and corpses disappearing randomly
I can register the fact that the point of that is to prevent save bloat and boost performance but when I play a game like shadow of Chernobyl and see corpses from men I shot along with the bullet holes left behind in the crossfire still present it really makes things feel a lot more corpses. Is there a way to sidestep this problem?

 No.20677

Create an in-game justification for why corpses would disappear. Scavengers or something hauling them away to eat.

 No.20678

My personal suggestion would simply to save the corpses and decals as a part of the world and it’s assets directly

This way instead of loading in a shitload of actors and decal geometry everywhere the computer only has to factor in the saved instance of the world and not the actors and decals independently making things run more smoothly
Or just stop actors from respawning all together

 No.20684

>>20678
wouldn't that be mechanically the same as loading the corpses independently from the level?

 No.20686

>>20684
Not quite
You wouldn’t be able to interact with those corpses if they’re saved as a part of the world as static objects rather than actors that cost the cpu shit to compute every frame

 No.20687

>>20686
wouldn't that be just as non-immersive as if they just disappeared?

 No.20688

>>20687
Again not quite because the player could factor in that those corpses weren’t originally there without their input and likewise would build up in a specific region if too much violence keeps occurring in there

 No.20689

>>20678
>start a new save
>corpses from the previous save are there from the beginning
>every time you do a new playthrough there are more corpses, unless you reinstall the game

 No.20690

>>20689
Wouldn’t it be easier on the computer to just load those new assets in based on the file and not on the entire game?

 No.20691

>>20689
sounds good TBH, call it an artistic statement on the nature of violence


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