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Tiger Woods PGA TOUR 14 Adds a Fifth Difficulty Setting - Simulation

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Old 02-04-2013, 06:02 PM   #25
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Re: Tiger Woods PGA TOUR 14 Adds a Fifth Difficulty Setting - Simulation

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Originally Posted by DocHolliday
Sounds like a Cop-Out. NBA2k13 has mass amounts of custom animations in the game for hundreds of payers, and your telling me that EA cant get, what, 30 individual golf swings in the game?

Thats ridiculous.
What is ridiculous is comparing a Golf game with a dynamic 3D OUTDOOR environment to an NBA arena.....a world of difference in the world of 3D rendering, especially when it comes to rendering animated grass, trees, etc. That is where much of the video memory for Tiger is consumed unlike NBA 2k13.....
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Old 02-04-2013, 07:40 PM   #26
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Re: Tiger Woods PGA TOUR 14 Adds a Fifth Difficulty Setting - Simulation

Oh man they even got you on the "Animated Grass". Point is, there is enough room to add some signature swings if they wanted, because they did, they are just not all great.

Making claims that they are out of VRAM and that is why they aren't in, is just plain wrong.
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Old 02-04-2013, 09:23 PM   #27
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Re: Tiger Woods PGA TOUR 14 Adds a Fifth Difficulty Setting - Simulation

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Originally Posted by DocHolliday
Oh man they even got you on the "Animated Grass". Point is, there is enough room to add some signature swings if they wanted, because they did, they are just not all great.

Making claims that they are out of VRAM and that is why they aren't in, is just plain wrong.
Argue all you like, but if you can't handle the truth, then stop arguing. You obviously have no idea how different rendering a golf course is from rendering a basketball arena. Night and day difference. Go educate yourself on the rendering power and ram needed to render 3D animated trees and other environmental objects before you come here and make claims you can't possibly back up. I am not making "claims" as I have my sources and they are accurate.

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Old 02-04-2013, 09:49 PM   #28
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Re: Tiger Woods PGA TOUR 14 Adds a Fifth Difficulty Setting - Simulation

Cool. Please post these sources.
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Old 02-04-2013, 09:57 PM   #29
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Re: Tiger Woods PGA TOUR 14 Adds a Fifth Difficulty Setting - Simulation

Divot, is it because the element (swing path, etc) need to interact with another element? On top of that the command to control the movement of said swing?

One would assume the pull of a joystick handle to the outer most left on the backswing would result in the club being sucked inside; and then a filck to the far right on the downswing results in an OVER THE TOP move.

These are the values of swing style I thought could be incorporated - but I can understand the movements necessary (a 360 movement if you will), but because the arms interact with the club - and the club interacts with the ball; etc - the resources necessary (RAM) would be too much to program.

Take a tree just swinging in the wind - and that is not an interact-able object - it's just in the background - not affecting anything.

Am I correct in these assumptions?

Fun discussion eitherway - but we don't have to get personal, guys.
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Old 02-05-2013, 03:07 AM   #30
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Re: Tiger Woods PGA TOUR 14 Adds a Fifth Difficulty Setting - Simulation

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Originally Posted by DocHolliday
Cool. Please post these sources.
Sorry, not going to post my fact based sources against your personal opinion. Suffice to say, the TW engine is running into memory limitations when adding unique swings to the game. If you don't agree, then I am sorry you feel that way.
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Old 02-05-2013, 03:14 AM   #31
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Re: Tiger Woods PGA TOUR 14 Adds a Fifth Difficulty Setting - Simulation

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Originally Posted by Matt10
Divot, is it because the element (swing path, etc) need to interact with another element? On top of that the command to control the movement of said swing?

One would assume the pull of a joystick handle to the outer most left on the backswing would result in the club being sucked inside; and then a filck to the far right on the downswing results in an OVER THE TOP move.

These are the values of swing style I thought could be incorporated - but I can understand the movements necessary (a 360 movement if you will), but because the arms interact with the club - and the club interacts with the ball; etc - the resources necessary (RAM) would be too much to program.

Take a tree just swinging in the wind - and that is not an interact-able object - it's just in the background - not affecting anything.

Am I correct in these assumptions?

Fun discussion eitherway - but we don't have to get personal, guys.
My understanding of the issue is that unique Golf swings take up a fair amount of memory to incorporate into the game due to the swing being fully motion captured. Other sports games like Madden, NBA2K, NHL, etc have memory budgets for their motion-captured players and the fact tha they are not rendering outdoor environments like a Golf course, they are rendering finite stadiums which take far less resources (memory footprint and GPU power) to render. That is why it is an apples to oranges comparison of a Golf game that is rendering one motion-captured golfer in a dynamic outdoor environment to a game that is rendering the inside of a building or stadium which takes far fewer resources and rendering 10 - 22 motion-captured players (assuming all 22 have unique motion-captured renderings which is not always the case for every player being rendered). Hope this makes sense.
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Old 02-05-2013, 04:02 AM   #32
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Re: Tiger Woods PGA TOUR 14 Adds a Fifth Difficulty Setting - Simulation

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Originally Posted by DivotMaker
My understanding of the issue is that unique Golf swings take up a fair amount of memory to incorporate into the game due to the swing being fully motion captured. Other sports games like Madden, NBA2K, NHL, etc have memory budgets for their motion-captured players and the fact tha they are not rendering outdoor environments like a Golf course, they are rendering finite stadiums which take far less resources (memory footprint and GPU power) to render. That is why it is an apples to oranges comparison of a Golf game that is rendering one motion-captured golfer in a dynamic outdoor environment to a game that is rendering the inside of a building or stadium which takes far fewer resources and rendering 10 - 22 motion-captured players (assuming all 22 have unique motion-captured renderings which is not always the case for every player being rendered). Hope this makes sense.
I've been interested in aspects of game design but it seems super complicated most of the time. This made sense to me though, and glad I'm on somewhat a right track.
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