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'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.
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.