I just re-watched the e3 trailer and noticed something.

Post » Wed May 11, 2011 12:40 am

I don't know if this has been mentioned before but I noticed that in the E3 trailer, the strip didn't have gates seperating diffrent area's like there is in the real game. For Example: there's the area with the Lucky 38 and Gommorah, then the area with The Tops, Ultra luxe, and LVB station. And lastly there is the area with Vault 21, Michael Angelo's work shop, and the NCR embassey, but in the E3 trailer they're all together without gating, I wonder why?
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Miss K
 
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Post » Tue May 10, 2011 12:22 pm

Looks better without gating, and the gates wouldn't be there ideally. But the game slows down and lags when it has to deal with too much at once, so I'm sure the gates are there for the sake of performance. Dividing the Strip into smaller sections means all the various gaming machines running the game don't have to work as hard.
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Rachael
 
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Post » Tue May 10, 2011 6:24 pm

That was a trailer.

Thats why.
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DarkGypsy
 
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Post » Tue May 10, 2011 10:59 am

Looks better without gating, and the gates wouldn't be there ideally. But the game slows down and lags when it has to deal with too much at once, so I'm sure the gates are there for the sake of performance. Dividing the Strip into smaller sections means all the various gaming machines running the game don't have to work as hard.

i agree, it looks way better without the gating.
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Trent Theriot
 
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Post » Tue May 10, 2011 4:41 pm

I don't know if this has been mentioned before but I noticed that in the E3 trailer, the strip didn't have gates seperating diffrent area's like there is in the real game. For Example: there's the area with the Lucky 38 and Gommorah, then the area with The Tops, Ultra luxe, and LVB station. And lastly there is the area with Vault 21, Michael Angelo's work shop, and the NCR embassey, but in the E3 trailer they're all together without gating, I wonder why?


Same reason they're like that in the trailer that begins the game? :shrug:
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Nicole Kraus
 
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Post » Tue May 10, 2011 8:24 pm

If you play on the PC, I'm sure I saw a mod that removed the gates dividing the Strip. Don't personally use it though.
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Gisela Amaya
 
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Post » Tue May 10, 2011 3:21 pm

I think that "gate removal" mod had some problems and was pulled down to be worked on some more (last I checked, a couple of days ago, I should add).
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Kristian Perez
 
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Post » Tue May 10, 2011 7:48 pm

The strip in the demo had a lot less poeple in it. Folks really [censored]ed about the lack of people. It seems as thought they added more people in the final version, but that eats up alot more resources so they added the gates. Fun factiod: The Securitrons and NCR soliers that you see in each section are actually all the same folks. Try this out: Kill the robots and the NCR troops in the Vault 21 section, then transistion to the Tops section. All the robots and troopers in the Tops section will be dead when you spawn there. Fun Factiod #2: They also respawn. And pretty quick too. It's a great place to farm ammo and dogtags.

-Gunny out.
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Tanya
 
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Post » Wed May 11, 2011 2:56 am

I just wish they add map markers for the other gates beside the north strip. It's so annoying having to go through load screens just to get to the embassy imo.
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Beast Attire
 
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Post » Tue May 10, 2011 9:40 pm

The E3 trailer is the video that plays when you start a new game right? Even that's bugged in the 360 version, at the top of the screen during the whole cut scene its waving, tearing and messed up.
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Flesh Tunnel
 
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Post » Tue May 10, 2011 1:53 pm

I removed a chunk of wall so I don't have to deal with the load screens (I kept the doors though just in case I need to load a NPC) and now I don't try to avoid the other side as much as I used to but the only thing I see that looks wrong is that most of the area isn't loaded until I actually step over there. I do wish they didn't add those in the first place though.
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X(S.a.R.a.H)X
 
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Post » Tue May 10, 2011 9:50 pm

They could of fixed the hassle of load times on the strip by adding a entrance on the far end by the NCR Embassy.
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Heather beauchamp
 
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