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  • 2 months ago
Ever wondered why you can cruise through space seamlessly in Starfield but hit a loading screen when landing on a planet? Tim Lamb, Lead Creative Producer at Bethesda, breaks down the technical reasons behind this design choice.
Transcript
00:00Why is it that something like deep space travel can be resolved,
00:03that something like the need for loading screens between X, Y, and Z, whatever it may be, can't?
00:11I think they're two different things. And I think given we're always listening,
00:20and it is really what's achievable technically, I think the version of the game we wanted to make,
00:28those loads are necessary. Whereas, you know, I mean, we could do the mental sort of exercise of
00:35going like, oh, what would this place look like without it? Like, oh, would it feel barren? Would
00:41it feel empty? You know, how much does that stress the CPU because of all the things that would need
00:48to happen? But it was like, you know, I think those things are very necessary, but they're different.
00:54There's not a lot to load in space. So the transition between sort of like the
01:02existing on your ship, I mean, that's what's there. And between here and that planet,
01:09there's really nothing. So it's like, you can move between those two sort of existences
01:16easier, easier than you could, you know, put a whole city somewhere. You know, it's like,
01:24it, so they're, they're different.
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