Could a Zip mode be technically possible?
Posted: 14 Oct 2017, 13:34
Beside a 'run' option, I'm all for a proper Zip mode feature for a number of reasons. But this being a 3D game this is complicated.. Hence my question to you guys: is this something that sound remotely possible?
I'm no UE expert, more of a Unity guy, but regarless of the engine for such big scenes you have to use some form of background asset streaming. And teleporting around tend to mess with that badly. Even if we are teleporting over short distances, at some point we are gonna hit an area that hasn't been loaded yet.. I guess it could be possible to check when the player clicks if the neighbouring areas haven't been loaded yet and to 'pause' the game until they have been.. Wouldn't be perfect, but might work. (or is it how UE handles these situations by default).
Depending on how big the assets it might just be nothing more than a 1s hickup which is good enough.
I'm no UE expert, more of a Unity guy, but regarless of the engine for such big scenes you have to use some form of background asset streaming. And teleporting around tend to mess with that badly. Even if we are teleporting over short distances, at some point we are gonna hit an area that hasn't been loaded yet.. I guess it could be possible to check when the player clicks if the neighbouring areas haven't been loaded yet and to 'pause' the game until they have been.. Wouldn't be perfect, but might work. (or is it how UE handles these situations by default).
Depending on how big the assets it might just be nothing more than a 1s hickup which is good enough.