this post was submitted on 11 Sep 2023
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Correct, but we aren't talking about them. Whataboutism isn't constructive.
Actually, a large proportion of OoB clips in games are due to some combination of lacking speed caps and having acute angles in collision boxes.
Correct, and I'm not disputing this.
This definitely contributes to the issues common in Bethesda games, but it's not the only reason. Take Skyrim for example: some of its best-known glitches (such as restoration bonuses buffing enchantments, the various duplication glitches, and basically everything involving horses) have nothing to do with the number of dynamic objects loaded.
Not really - plenty of other games use Havok physics and don't suffer from the same issues, or at least not to the same degree. Perhaps there's a reason other developers using the Havok physics engine don't make games with huge quantities of dynamic objects loaded at once.
Uh... you were talking about them. Those are the two examples of bugs that you provided. I literally wouldn't have made the comment if you hadn't brought them up.
Like if you had said these originally, I wouldn't have even argued with you. I never personally experienced those bugs, probably because I don't play games like I'm a QA tester, but I know many people did.
I've definitely fallen through the world in several of the games listed there. But anyway, specifically, I said persistent physics objects. You can drop a cabbage in Whiterun, walk to Solitude and back, and the cabbage is right where you left it. In, say, GTA, you get out of your car and look away for 5 seconds, turn around, and it's gone. Most games work more like GTA, where a limited number of objects even have full physics simulation, and those that do are only in memory if you've looked at them in the last x seconds. Otherwise, they unload and are lost forever.
Now, whether it's even worth having so much physics-enabled clutter is another question. It certainly contributes to immersion, but is it more trouble than it's worth?