Can you stream breath of the wild on pc legally
It cannot (and does not) load things any differently than vanilla asset bundle loading.Īnd asset bundles ultimately use the same internal loading machinery as scene assets and the resources folder. That sort of thing is really easy to do in Unity.Ĭlick to expand.Addressables is just an asset bundle manager written in C#. That is- a lot of small scenes connected by doors (short loading screens). I'm just doing mine like the original Fable game. I'm (slowly) working on a small open-world game myself and I've decided to not mess with all that. Exactly how elaborate this system needs to be would depend on a lot of different factors, though. All of this is dynamic and changes as you walk through the world, but they do their best to hide it. Large things that are far away have been combined and replaced by super-low-poly versions or even flat images. Things that aren't right in front of you have been replaced by low-poly versions. It would definitely be a lot more work and research than I'd ever want to do.įor any game with a huge open world and a big draw-distance, the developers had to jump through a lot of hoops to create the illusion. Either way you'd pretty-much need to develop your own tools to manage the workload. I'm not sure whether you'd actually need source access or not since you can really access a lot with the provided scripting API.
Things like GPU instancing (maximize performance from repeated assets scattered around), world creation (something like GAIA to save time), dynamic pathfinding (recalculates at runtime as scenes stream in/out), AI tools (for behavior trees), a state machine, a streaming system (needless to say), a lot of stuff. You are also going to need custom tools to help you out. Its a bunch of stuff working together to squeeze as much performance as possible, things that most people don't understand, so when they try such a big undertaking in Unity and it runs like crap they blame the engine, rather than their lack of knowledge. The people at Nintendo know what they are doing.Įvery mesh is as low poly as they can get away with, every texture is as small and as compressed as they can get away with, they only have very few AI active at any given time, the AI are fairly simple, the materials are fairly simple, the game's resolution is really low, especially when not docked, vegetation has a very low culling distance and they LOD everything very heavily.
To answer your question on how BOTW runs on such a weak device: It depends on the size of the world, the amount of assets you need to stream in and out, how you going to handle AI in unloaded scenes, the platforms you intend to ship to, the workflow that you want.
#Can you stream breath of the wild on pc legally how to#
Its fairly easy to do in Unity simply by using async scene streaming, the big problem is how to implement it for your game in particular. You need a lot of knowledge not only on how to build such a complex game but also how to do it in Unity in particular (every engine has its idiosyncrasies that you need to learn).Īt the very least you need to understand how to stream an open world dynamically and in a performant way. But it is a pretty herculean effort if you don't know what you are doing. A game such a BOTW is definitely doable in Unity.