Starfield is hilarious and has some impressive physics, but you can spawn whatever you want and I wanted to see how much stuff it would take to break the game. Let's test! Leave a LIKE and a comment, thanks for watching.
Imagine that. You get into an intense space fight, you lose and the enemy ship is about to board you. You are boarded by the enemy, he stares at you without saying a word, and a few seconds later 5,000 potatoes appear on your ship and the enemy leaves without elaborating, leaving you floating in the space with 5,000 potatoes
@@draco2xxMy first few hours in Starfield...Shot the UC President... got recruited as a mole for the government... went undercover with Space pirates... 10/10 will shoot the UC President again
@@ratodolaboratorio Starfield is well optimized, Bethesda just gets held to an insane double standard: It could be the most optimized game ever produced and people would consider that "barely acceptable".
@@supershutze1944That's simply not true. The graphics are nothing special and you run from loading screen to loading screen, yet the hardware requirements are insane. It's not even close to optimised (Not that that's surprising with an ancient engine that's been patched up again and again)
I would say the physics are optimized, but rendering is not completly optimized (Gpu). I hope they can optimize a bit further to make more use of the GPU. Atleast fix that wrong implementation of dx12 feature i have read about (not sure if its true trough).
You know when Todd Howard said that they did a pretty good job optimising the game, I kind of chuckled a bit, given the hardware requirements, but actually when you look at how well it handles such massive amounts of objects, I've gotta say that, at least in that capacity, they have done a pretty good job actually.
It isn't all that surprising that the game can handle that just fine. All of those watermelons are instances of a single object. They share the same model, texture, and only generate physics interactions when they are interacted with. Since most of them are just lying on the ground, they are basically ignored by the physics engine. If you really want to push a game and crash it, summoning a few thousand distinct objects is a far better way to achieve that. GPU have a limited amount of VRAM and can only keep the texture and model for a limited amount of objects in memory. Thousands of objects just use too much VRAM which would force your computer to put some of that data on the RAM, and eventually, it would have to fetch it from the drive. That kind of bottleneck will just tank your frames like nothing else and can cause crashes.
@@jonathanlanglois2742 i didn't develop Godot, unity or unreal, in fact i ain't even a game developer, my field is more aerospace (airbus and french civil aviation are examples of companies i've worked for), so i ain't specialized in gaming dev, but the way memory works and the conceptual approach don't change that much from a (star)field to another, and based on my knowledge and understanding (take it for what it's worth), I totaly agree with you
@@jonathanlanglois2742the part with the potatoes (where they are all pushing eachother through the door opening) is still a massive amount of actively colliding physics bodies which even seem to have mesh colliders, which would make it very impressive that this performs that well. I know from experience with unity the performance will tank like crazy if you did something like that
Bethesda’s engine gets a lot of hate for all the cut scenes etc, but the real physics and persistent objects across the entire game universe is definitely one of its strengths, and this actually shows that.
@Niko-hf5tv because he doesnt jump onto this hype train of hating the creation engine without understanding what a game engine is in the first place. Having the same name for an engine doest make it the same engine, its been vastly upgraded over the years, there is nothing like the creation engine.
It's still the same console command system from Skyrim which is 12 years old now. That many objects would crash Skyrim because of integer overflow. Now technology has improved, (I'd like to think) the game utilises this mechanic better. It was great fun spawning in like 10,000 chickens in someone's house in Skyrim 😂
Bro there is no physic engine that can simulate objects that good in that much quantity. Not even close. If this was an UE5 update video people would lose their mind. It's Bethesda so the hate train is on. Sad
I hate to say it but this has been one of the most interesting Starfield vids I've seen, and i've seen a lot. The fact every single piece is an actual item is pretty impressive.
Spawn a bunch of potatoes using console commands and lag your computer and ruin your save file if you save over it? I think you can do that in Skyrim too.
I’m sorry but the fact that you had nearly 50k fruits in a room and the fact that all the physics still worked accordingly and that the game was still running is seriously impressive
I used to do this as a kid in Oblivion with cabbages... for all the hate creation engine gets you could collects hundreds of items to decorate your homes, which used to take up hours of my younger life. Good times.
He was so preoccupied with whether or not he could that he didn't stop to think if he should. Ps: the power to spawn anything, and chose veggies and fruit and potatos. Never change Jack 😂
Of course he should, WTF kind of idea is that. When it comes to spawning stupid numbers of items in a Bethesda game, you should _always_ give into that impulse.
I think jacks fruit spawning skill always have been top notch. Especially the amazing spawning work he did at the fruit spawning competition in Londen in 1967. Truly inspiring stuff.
I like how you become "Hidden" when covered in potatoes. They won't suspect a thing! I also feel like Samwise could have done with this command to help him and Frodo on their journey.
@@Sumirevins having 6figs colliding physics bodies is impressive, i know from experience with unity that this is not a given to perform well, regardless of using instancing or not (copies of the same item)
When I first played oblivion as a little kid I found out I could duplicate items with an exploit. I accidentally made Bruma unplayable by duplicating an absurd amount of lockpicks... Great times.
@@0-B1same! Right outside the wizard tower. Was having fun watching the roll down the hill until I spawned so many at once the Xbox itself said nah and black screened.
I consider this actually a really good tech demo. I mean if you can still have 60 fps with thousands of melons, that's really impressive. Also, the physics actually feel quite good. Like the potatoes flowing out of the bathroom as if it's a viscous liquid.
The physics in general but especially at 11:52 are incredible! I know similar stuff has been possible in Crysis and Skyrim for a long time now but it’s still fascinating to see. That’s one of the reasons why I love that they still use the Creation Engine. It definitely has its flaws, especially the many loading screens, but for what it is designed for, it’s absolutely amazing. I would also argue that they greatly improved graphics, especially lighting, with Creation Engine 2. Sure, other engines look better but they just can’t keep up in terms of item persistency and physics. Too bad modern engines always strive for better graphics and almost no improvements are done in terms of NPC AI and physics… I always thought this would be the future of gaming when I first saw that barrel tower video of Crysis 1 or the cheese wheels in Skyrim
@@Major_ZephyrAbsolutely. Starfield’s graphics, to me, don’t even look bad by any meaning of the word yet a lot of people seem to think they’re bad? Idk man. The details on the prop textures are really impressive to look at. Also, it’s one of the few AAA games that has released in a while that at least has an attempt at creating interesting physics collisions. I find potatoes rolling off each other really satisfying in this game for some reason
@@SilverGeFer For a game of this scale it's refreshing that it's playable at launch lol, I was absolutely expecting a buggy nightmare; they've done very well.
@@SilverGeFer And yet the game by default can't even render two bullet hole wounds at once without one disappearing, the game feels ancient and despite being somewhat graphically superior to Fallout 4 it still feels like a total overhaul mod for that game which released several years ago. Starfield would've been a fine game a decade ago but in 2023 it's unimpressive as is their engine in this day and age.
jackfrags just discovered with childish glee a command that people have been using to spawn cheese wheels in Skyrim since 2011, and tbh we can’t blame him cause it’s still hilarious
When you spawned 10000 watermelons and the game still ran fine I was thinking maybe they did optimize the game well. Still wish they added DLSS though😢
The game runs substantially better on AMD GPUs since they prioritized the optimization on AMD hardware (because of the partnership) and got the optimized drivers. Nvidia hasn't released their drivers yet so it should be a matter of time
"SCP-1689 is a burlap bag of potatoes. In its stable state, SCP-1689 weighs 40-50 kg and contains approximately two hundred (200) common agricultural potatoes (tubers of Solanum tuberosum). SCP-1689 is made of brown, roughly woven jute. The interior of SCP-1689 is vastly larger than its exterior, and is designated SCP-1689-A. SCP-1689-A is a large extradimensional space of undetermined volume (measured to be at least 10,000m3, but believed to be much greater) completely filled with potatoes. Exploration of SCP-1689-A is largely incomplete, due to the high degree of obstruction; for more information, please see Addendum-2, Exploration Log 1689-I."
Robo guy saying "I hope you are satisfied" was so fitting for the situation, just like in that other Starfield video where the NPC says "I'm in the middle of something" from halfway into the floor
you know its actually amazing how the game can simulate so many items, if you use a 3d program like blender it would take ages to simulate something like the potatos spilling out of that small room but this game does it in real time with like 20 fps
it all depends on how you simulate the physics, i assume blender physics are very close to real life as you see in some blender simulations, if you could simplify it to be more simple it could run better.
The UK has a heat wave at the moment, I thought it was global warming, but it turns out the source is just Jack's PC trying to render in a million water melons.
For an ancient engine it's impressive what it can still do with physic generation. If only bethesda incorporated it more in to gameplay somehow. the physics in bethesda games have always been the best part.
Jack opening and closing the doors to slap the potatoes around at the very end has to be one of the stupidest moments I've seen on RU-vid and I love it🤣🤣🤣
Watching youtubers play starfield and getting 140 fps and being able to spawn thousands of potatoes has been really making me want to invest in a nice gaming computer finally. This looks so fun
it's hard to invest in good PCs these days... since the industry is moving so fast you would just get left behind after a few years, they're gonna release a way better card and even more demanding video games by then it sucks
It seems the NPC had enough 3:33 😂 "Sarah is the best possible person to be running the Constellation at a time like this. Focused, no nonsense, and dedicated."
The reason the engine can handle this amount of fruits is because for the most part, these fruits are just static objects. Modern game engines can turn off physics for objects that hasn't been moving for a while. Until something collided into the object or some other events reenabled the objects, the engine won't even compute physics on those. This means that for the most part, only watermelons close to any moving players or NPC actually have physics on them. The rest are really just static objects.
Yeah I've had zero problems whatsoever and I'm at 23 hours. I'm shocked by how stable things have been. The only problem is the fov needs to be way higher. We'll fix that soon enough. Some modders have already released a few workarounds
Ok that the PC performance isn't exactly what everyone wanted but I think we can all take a second to appreciate just how stable the game is at the very least
Imagine needing the bathroom, you open the door and get swallowed in a potato psunami, you fight your way to the surface only to see Jack stood in the middle of the room as the potato king
6:34 Goldeneye only felt like that when you had 4 people playing at once. Although, since it was the norm at the time, I could be remembering it wrong.
Jack you should do a tips and tricks, Easter eggs, good weapons and armor, ship tips, and mission tips video! I’d love to hear all your pointers on how to maximize fun on this game!
@@nhkk2893 And it was only possible there because of the simpler physics simulation. But it always fills me with joy when someone is doing chaotic nonsense in a Bethesda game for the first time.😌
9:27 legend has it that if you crashed the game with the potato, comrade commissar will be summoned and complaining to you about wasting actual resource when you load the save
After spawning all those potatoes, all the Irish in the audience starts to breath heavily. I also think it woild be funny when, in the mission on the generational colony ship, one spawns a bunch of potatoes when the captain asks for a hundred.
This is such a weirdly surreal way to realistically visualize large quantities of items. If you ask any person what 1k 10k or 50k potatoes looked like, id say almost no one would be able to accurately visualize it.
Here is the average weight of food used for the first crash. Watermelons: 20,062 lbs/ 9099 Kg Oranges: 2250 lbs/ 1020 Kg Potatoes: 500 lbs/ 226 Kg Tomatoes: 3750 lbs/ 1700 Kg Sandwiches: 9000 lbs/ 4082 Kg Total of 35,562 lbs / 16127 Kg. Estimate due to conversation loss.
I remember back in Oblivion, people filling shops up with watermelons. or, Skyrim, where you roll an avalanche of cheese wheels down the throat of the world.
hey there it’s josh and welcome back to let’s game it out today we will be playing ‘is there a limit?’ where we will be asking the question “is there a limit to how many objects I can spawn without turning my computer into a nuclear warhead?”