Developers left some unused creature assets under the map in guardians of the Galaxy.

1 : Anonymous2021/11/28 03:17 ID: r3uhve
Developers left some unused creature assets under the map in guardians of the Galaxy.
2 : Anonymous2021/11/28 17:27 ID: hmf6uho

Hey cool! Thanks for showing us this!

3 : Anonymous2021/11/29 00:55 ID: hmh0csx

This is a stellar game. One of the very few games that i completed without spending time in my backlog

ID: hmijjf5

Been playing it for about 14 hours now and it's great! GotG are my favorite marvel heroes and this game does a great job to be honest. Sure the combat isn't perfect, but the banter and everything else is just top notch!

ID: hmj4xxc

100% agree...

constantly giggling and that alone makes it worthwhile!

ID: hmibhsg

I’ve had to get a select few games to focus on at a time to make any backlog process but these deals always grow it faster than I can keep up. Do you know about how long you played this for?

ID: hmjehsg

It's about 15-20 hours depending on how much you go out of your way for exploration/collectibles/optional dialogue

4 : Anonymous2021/11/29 16:40 ID: hmjq9ob

Stuff like this scares the shit out of me cause devs could literally hide anything there and you'd never know unless, like this, you randomly discover it.

This was my entire tenure playing WoW, getting into broken/unfinished areas like this. Caverns of time, Mt.Hyjal and all the other areas like the outlands testing zone deep in the deadmines dungeon, hidden beyond insane invisible walls and empty plains of nothing. Stuff like this is really cool to me but also super unnerving

ID: hmjrk3d

What lurks below the surface....

5 : Anonymous2021/11/29 16:01 ID: hmjkoeh

I'm gonna be the jerk and point out this is an unnecessary draw on resources, however small, and imo is a bug. (Even if intended).

In my bit of time working as a hobbyist game dev I've learned how even the smallest assets can add up over time and cause issues.

Game runs pretty great so I doubt it's a big problem or anything but you know, whatever lol.

ID: hmjpnpb

I too have worked with game design for years everything from 2D with the game maker engine to 3D with unity . This game has constant frame drops (on my second playthrough) soo much could be culled out to save on resources but it isn't , in one scene where your in the nova headquarters if you get out of map the ENTIRE chapter is visible . Everything from the enemies to previous rooms you've come across. Normally these would unload/be culled out , but this game doesn't seem to cull things out until about 1500 meters or so . I would also like to add that a draw distance bug isn't the excuse for why there is unused creature assets under the map.

(You can view some of my 3D art on my reddit)

ID: hml30md

Interesting, yeah, to me it seems like bad optimization especially if the game is keeping that much active at once...

6 : Anonymous2021/11/29 17:51 ID: hmk0uqd

Great game regardless of bugs

7 : Anonymous2021/11/28 13:40 ID: hmedkgw


ID: hmeofm3

People that enjoy out-of-bounds discoveries.

ID: hmf7lr8

My god have I found more since this.....the amount of content that appears to be cut is insane. The games amazing and huge but it looks like they had plans for alot more .

ID: hmen1ox

Their engine team optimising performance should hopefully care.

ID: hmf3n6q

I’m just adding my theory, but this has been pretty common practice for quite a while across multiple generations of games. More than likely implemented for PS4 optimization due to the slower HDD speeds. It’s cheaper to call a creature at the beginning of a room load, leave it in an unrendered area (not affecting performance due to culling), and move it when the trigger is activated, rather than spawn and despawn. Location data vs a data search and summon. The optimization team probably tested any number of creature spawning techniques and landed on this one due to it being cheaper cross-gen

ID: hmenc48

Tell me how the performance is bad.


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