It probably won't be saints row bad, but I reckon it won't be too far off it to be honest.
The main stories and characters have been getting progressively worse over the years and this one won't be any different. Especially with the writers that seem to plague every media outlet.
It'll be a combination of V and RDR2. It'll look nice but with the standard GTA jank.
Don't forget 5 was a massive downgrade from 4 tech wise. It had so much more in it, the vehicles were all round better. You could pickup things and throw them.
I have a love hate relationship with TS4; TS3 is so much better but I like some of the improvements that they did in 4.
My biggest peeve is how it just breaks itself over time. It's like the sandbox wasn't designed to run for more than 30 ingame days or something. Oh- this and how the maps are actually tiny compared to 3.
They're reintroducing old mechanics into 5, like the ability to retexture anything. But the game itself looks like it's designed for mobile so I'll just keep an eye on the competitors which are popping up.
Also; for your issue there's a sizeable modding community for it now. There's probably a mod which removes that mechanic
I'd seen BeamNG used spring-mass systems for their deformation, but given that damage was limited to certain zones in GTA V, I'd assumed they used pre-authored damage morphs & debris meshes like everyone else. Got any links, it would be an interesting read?
As for the expense, requirements dependent, you might be surprised. I played around with soft body in Unreal a bit. A really performant PBD implementation was actually quite quick to get up and running. Non-linear Gauss-Seidel solvers can be heavily parallelized on GPU through clever clustering and graph colouring. Collision remains a bit of a sticking point - I got about half-way towards good results with low resolution proxy hulls, but then Unreal went and changed physics APIs.
It probably won't be saints row bad, but I reckon it won't be too far off it to be honest.
The main stories and characters have been getting progressively worse over the years and this one won't be any different. Especially with the writers that seem to plague every media outlet.
It'll be a combination of V and RDR2. It'll look nice but with the standard GTA jank.
Don't forget 5 was a massive downgrade from 4 tech wise. It had so much more in it, the vehicles were all round better. You could pickup things and throw them.
It's wild how downgraded 5 is compared to 4. Everything is numbed down with the only upgrade being the visuals.
This video shows it quite well, it's pretty shocking what they stripped out.
Crowbcat GTAIV is better than GTAV
I have a love hate relationship with TS4; TS3 is so much better but I like some of the improvements that they did in 4.
My biggest peeve is how it just breaks itself over time. It's like the sandbox wasn't designed to run for more than 30 ingame days or something. Oh- this and how the maps are actually tiny compared to 3.
They're reintroducing old mechanics into 5, like the ability to retexture anything. But the game itself looks like it's designed for mobile so I'll just keep an eye on the competitors which are popping up.
Also; for your issue there's a sizeable modding community for it now. There's probably a mod which removes that mechanic
GTA has soft-body physics?
I'd seen BeamNG used spring-mass systems for their deformation, but given that damage was limited to certain zones in GTA V, I'd assumed they used pre-authored damage morphs & debris meshes like everyone else. Got any links, it would be an interesting read?
As for the expense, requirements dependent, you might be surprised. I played around with soft body in Unreal a bit. A really performant PBD implementation was actually quite quick to get up and running. Non-linear Gauss-Seidel solvers can be heavily parallelized on GPU through clever clustering and graph colouring. Collision remains a bit of a sticking point - I got about half-way towards good results with low resolution proxy hulls, but then Unreal went and changed physics APIs.