Game Discussions Kingdom Come Deliverance 2

it's looks like an instant buy, not like the W%!@$@# 4 so HUURAAA HENRY IS HERE!!!
I don't often pre-order stuff these days...but this one was a no brainer :)

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I don't see the point of pre-ordering if there's no early access. There's a Lion’s Crest bonus quest, but that doesn't convince me to pre-order.
 
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Epic had the first one free for grabs not long ago.

Have been giving it a go whenever I some 'immursion' game time, between it and Star Citizen.

Compared with Unreal, which the KCD: Developer considered before, but decided against it because all that fidelity doesn't really work well with open worlds
Source: https://www.reddit.com/r/kingdomcome/comments/1cjp9kw/dan_v%C3%A1vra_talking_about_making_games_in_unreal/


I'd say CryEngine is a mightier engine than people give credit for, specially armchair developers. ;)
 
Epic had the first one free for grabs not long ago.

Have been giving it a go whenever I some 'immursion' game time, between it and Star Citizen.

Compared with Unreal, which the KCD: Developer considered before, but decided against it because all that fidelity doesn't really work well with open worlds
Source: https://www.reddit.com/r/kingdomcome/comments/1cjp9kw/dan_v%C3%A1vra_talking_about_making_games_in_unreal/


I'd say CryEngine is a mightier engine than people give credit for, specially armchair developers. ;)

CryEngine is good for these types of open world games, but not for space MMOs.
 
CryEngine is good for these types of open world games, but not for space MMOs.
I'd say that no 'out of the box' engine is good enough for a space MMO's if it's trying to go for that "realistic" feel and scale. Mostly the scale is what's hard to pull off and balance with the "normal" gameplay.

Here's another great KDC2 video with tiny bit's of info if you don't mind spoilers:
 
I'd say that no 'out of the box' engine is good enough for a space MMO's if it's trying to go for that "realistic" feel and scale. Mostly the scale is what's hard to pull off and balance with the "normal" gameplay.

Here's another great KDC2 video with tiny bit's of info if you don't mind spoilers:

Is there new info about the map size? There are 2 maps.

Compared with Unreal, which the KCD: Developer considered before, but decided against it because all that fidelity doesn't really work well with open worlds
Source: https://www.reddit.com/r/kingdomcome/comments/1cjp9kw/dan_v%C3%A1vra_talking_about_making_games_in_unreal/

I'd say CryEngine is a mightier engine than people give credit for, specially armchair developers. ;)

They chose CryEngine, because it was better suitable than Unreal Engine 4. So they keep using CryEngine because they made all the game systems and assets for it. Unreal Engine 5 should be able to do everything that they require.
 
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Is there new info about the map size? There are 2 maps.
Haven't found anything concrete yet.
They chose CryEngine, because it was better suitable than Unreal Engine 4. So they keep using CryEngine because they made all the game systems and assets for it. Unreal Engine 5 should be able to do everything that they require.
Doubt it. He literally stated that talking with a CDProjektRED dev that they were having trouble with forests and open space. It's one thing to make 'pretend' open worlds than actually open worlds like in KCD. Kinda like pretend open universe like No Man Sky and Elite where it's not one big area but a bunch of areas stitched together.
 
Haven't found anything concrete yet.

Doubt it. He literally stated that talking with a CDProjektRED dev that they were having trouble with forests and open space. It's one thing to make 'pretend' open worlds than actually open worlds like in KCD. Kinda like pretend open universe like No Man Sky and Elite where it's not one big area but a bunch of areas stitched together.

He said that in the interview, but did not discuss whether Unreal Engine 5 could do it. Switching engines is a lot more work than to keep the same engine (CryEngine).

KCD1 is only 16 km2. The 2 maps in KCD2 are not much bigger than the original. Double the size would be good, but 32 km2 is not huge compared to other open world games. There's a limit to how much items, NPCs and physics the CryEngine can handle on 1 map. Starfield's Creation Engine 2 has a limitation of 145 km: "The biggest problem seems to not be the game crashing around 145km, but the physics engine breaking down at around 8km (you can test this on any terrestrial planet, player collisions with the ground stop registering)."

Unreal Engine 5 can have seamless MMO areas such as Mortal Online 2 which is currently 384 - 400 km2 (GTA V is 48.15 km2). Ashes of Creation also uses UE5. The play area is seamless and the launch version of Vera will be around 1,200 km2. World of Warcraft's Azeroth is 207 km2. Elite Dangerous has full-scale star systems. Star Citizen has downscaled planets that do not orbit stars.

 
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Hoo-lee crap!

I just watched some amazing-looking gameplay footage of this game, and decided to check in on its Steam forum to confirm my strong suspicion that it can probably not be played in VR (...which is an absolute prerequisite for me, these days), and man: Pages, upon pages, upon pages of threads with bigots exposing themselves to the world as the pathetic little bundles of pure irrational hatred they are; Never found any actual info -- all buried under manchild rage.

Well, what can one say, but paraphrase one of their cute little catchphrases: Go fash, no cash.
 
Kingdom Come: Deliverance II Dev Livestream #3 - (16 Jan 2025) - reaction video.


I just watched some amazing-looking gameplay footage of this game, and decided to check in on its Steam forum to confirm my strong suspicion that it can probably not be played in VR (...which is an absolute prerequisite for me, these days)

The animations aren't compatible with VR. Some combat animations could cause motion sickness in VR. It's great without it though.
 
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He said that in the interview, but did not discuss whether Unreal Engine 5 could do it. Switching engines is a lot more work than to keep the same engine (CryEngine).

KCD1 is only 16 km2. The 2 maps in KCD2 are not much bigger than the original. Double the size would be good, but 32 km2 is not huge compared to other open world games. There's a limit to how much items, NPCs and physics the CryEngine can handle on 1 map. Starfield's Creation Engine 2 has a limitation of 145 km: "The biggest problem seems to not be the game crashing around 145km, but the physics engine breaking down at around 8km (you can test this on any terrestrial planet, player collisions with the ground stop registering)."

Unreal Engine 5 can have seamless MMO areas such as Mortal Online 2 which is currently 384 - 400 km2 (GTA V is 48.15 km2). Ashes of Creation also uses UE5. The play area is seamless and the launch version of Vera will be around 1,200 km2. World of Warcraft's Azeroth is 207 km2. Elite Dangerous has full-scale star systems. Star Citizen has downscaled planets that do not orbit stars.

I think you're confusing the games using fakery to camouflage smaller areas stitched together to actual "game map size" and ability of some engines to actual render large maps poly areas with proper lighting and physics. The ones using fakery make things like foggy areas around the edges of the map, instances, loading scenes, blurry/cloudy/foggy scenes to hide transitions and other stuff like that. WoW "Azeroth" is low polly game with no need for complex rendering of fooliage or dynamic lighting, also, comprised of two separated game areas in different instances. Mortal Online, Ashes even Starfield you'll notice when you reach a high poly density area like forests and stuff like that, that the fog is higher and you can't really see much beyond a few meters.

In the context of the video, Forests like in KCD are hard to pull off because of all the 1st person factor (fidelity) and density needed to portray trees along with the lighting casting shadows for those realistic sunsets/rises and so on. For a realistic feel it's hard for engines like UE5 when they are created for specific curated scenes and not actual sized forests. Day night cycles and so on.

Like Lysan stated, it's the ability of having density of content being able to run in that large map.
 
Some more details in this video, again avoid if you don't want gameplay spoilers (it's story spoiler free though).

 
I think you're confusing the games using fakery to camouflage smaller areas stitched together to actual "game map size" and ability of some engines to actual render large maps poly areas with proper lighting and physics. The ones using fakery make things like foggy areas around the edges of the map, instances, loading scenes, blurry/cloudy/foggy scenes to hide transitions and other stuff like that. WoW "Azeroth" is low polly game with no need for complex rendering of fooliage or dynamic lighting, also, comprised of two separated game areas in different instances. Mortal Online, Ashes even Starfield you'll notice when you reach a high poly density area like forests and stuff like that, that the fog is higher and you can't really see much beyond a few meters.

There can be fog at a certain distance so that not all the assets, NPCs, data are rendered till the horizon, because that would lower game performance. A seamless world is when the player can seamlessly walk, drive, sail or fly from one end to the other without a loading screen. In some video game world size comparisons they also include areas with loading screens though. An open world doesn't have to be 100% seamless. WoW does have a loading screen between continents: Kalimdor (89.63 km²) and the Eastern Kingdoms (72.58 km²).

The Riverlands biome in Ashes of Creation is 55 km2. It's almost 2/3rd the size of Kalimdor in WoW. Riverlands is a fraction of the total world map of Verra.


In this video interview, Steven Sharif (founder of Intrepid Studios) travels seamlessly between biomes (zones) that are currently accessible in the early alpha version. More biomes will be added for a total world size of 1200 km2 (land: 480 km2, and water/ocean 750 km2).



Update: Kingdom Come: Deliverance 1 makes up for the smaller map size by being very packed with content and interactive stuff. KCD 2 should be have even more content. KCD1 simulates the lives of NPCs and doesn't just spawn them in locations when the player arrives like many other open world games do.

Here's the 2 map size estimates: Trosky and Kuttenberg.
 
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I also pre-ordered KCD 2 Gold Edition, because KCD 1 is one of the best and most immersive medieval open world sims, and the Gold Edition includes 3 upcoming expansions.
 
KCD 1 can be bought for cheap during Steam Sales. KCD 2 is essential if you like story driven, open world RPGs.


 
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I also pre-ordered KCD 2 Gold Edition, because KCD 1 is one of the best and most immersive medieval open world sims, and the Gold Edition includes 3 upcoming expansions.
I clicked before I looked and I suspect that I only pre-ordered the standard version...there's no option to upgrade to gold either...yet. I'll wait and see before I refund and buy the gold version.

Edit: I take that back, checked my purchase history and I did indeed order the gold edition :)
 
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