New Vegas is so...empty

CxBxW

First time out of the vault
I realise that in a post- apocalyptic city the environment isn't going to be packed, but having just entered the strip (at around 30 hours in), honestly...it's just more barren environment, only with a few colourful flashy buildings either side.

After making it out of the Mojave, I would have enjoyed becoming part of a post- apocalyptic bustle, so to speak. Feeling part of a city would have been nice.
 
Could it be so that the computers/consoles cold cope? Not sure how much computing power each creature takes..
 
Limitation of the game engine and the fact that they designed things to such a large scale without having the support for a population to fill it. There was no way to win with Gamebryo once they decided to build the strip. Can't have it grand and bustling at the same time.
 
korindabar said:
Limitation of the game engine and the fact that they designed things to such a large scale without having the support for a population to fill it. There was no way to win with Gamebryo once they decided to build the strip. Can't have it grand and bustling at the same time.

I see this explanation all the time, but I just don't buy it. last time I played FO3 I had a mod installed that greatly increased the amount of enemies in the game. gangs of raiders were often 10+ at the same spot, and ghouls were practically an army. I will never forget when I entered the museum and was greeted by 50-60 ghouls. I had no problems with lag whatsoever.
 
Adding a 0 behind respawn routines and creating a living city full of interactive npcs with backgrounds, daily routines and last but not least character are completely different things. Quantity != Quality
 
aenemic said:
korindabar said:
Limitation of the game engine and the fact that they designed things to such a large scale without having the support for a population to fill it. There was no way to win with Gamebryo once they decided to build the strip. Can't have it grand and bustling at the same time.

I see this explanation all the time, but I just don't buy it. last time I played FO3 I had a mod installed that greatly increased the amount of enemies in the game. gangs of raiders were often 10+ at the same spot, and ghouls were practically an army. I will never forget when I entered the museum and was greeted by 50-60 ghouls. I had no problems with lag whatsoever.

Might be because you're on the PC version, not sure that would have been possible on the consoles. If they truly could support having so many NPCs on the screen than the fault falls entirely on them. The inside of the casinos was pretty vapid.
 
Hardly. It is highly unlikely that FO4 will be anything like NV. My money's on my own hunch that it will be really similar to TES5.
 
sea said:
and the engine doesn't have any sort of way to more efficiently render "crowd" NPCs like Assassin's Creed or Hitman: Blood Money (which use lower-detail models and little to no real AI to save on processing power) .

Huh? What is more advanced in the way the NPC AI behaves in FNV compared to the ones in Assassins creed?

They go from point A to B or just never move and that's it, IMO they are also (far) less detailed in F3 / FNV.
 
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