Offtopic Any topics not related to the games we cover. Doesn't mean this is a Spam-fest. Profanity is allowed, enter at your own risk. |
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General of the Army
Posts: 18,202
Join Date: Jan 2002
Location: Ireland
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07-16-2006, 08:58 PM
[quote="Jin-Roh":f4b84]
Is it Polycount that determines how nice the graphics could be??[/quote:f4b84]
Lot of things determine how good the game can look, polycount can make the models look more detailed but so can bumpmapping, also some modellers can make a low poly model look just as good as a high poly model due to hand drawn detail in the textures.
Lighting\texturing etc all add to how good the game looks as well.
Quote:
Originally Posted by Nyck
But one of her fucking grandkids, pookie, rayray or lil-nub was probably slanging weed or rocks out of the house.
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Senior Member
Posts: 3,546
Join Date: Nov 2003
Location: Ohio
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07-16-2006, 10:46 PM
[quote=geRV]
Quote:
Originally Posted by "Jin-Roh":d4a4a
Is it Polycount that determines how nice the graphics could be??
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Lot of things determine how good the game can look, polycount can make the models look more detailed but so can bumpmapping, also some modellers can make a low poly model look just as good as a high poly model due to hand drawn detail in the textures.
Lighting\texturing etc all add to how good the game looks as well.[/quote:d4a4a]
For the most part it does have to do with detail. However it also deals with gameplay. If you have something 20,000 polycounts [which is insanely high] then its going to run worse than something with 2,000 [which is still somewhat high]. So when you have 200 high polycount models running around, you could have trouble.
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General of the Army
Posts: 17,299
Join Date: May 2002
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07-17-2006, 10:00 AM
sounds ambitious. too bad EVERY MP omaha type map sucks. mgs and snprs for germans on hill, yay.
guess weapon limits would have to be in order, which would of course make people cry
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Senior Member
Posts: 3,977
Join Date: Aug 2004
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07-17-2006, 04:22 PM
Quote:
Originally Posted by Nyck
sounds ambitious. too bad EVERY MP omaha type map sucks. mgs and snprs for germans on hill, yay.
guess weapon limits would have to be in order, which would of course make people cry
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wtf.... omaha_obj_3 was the fucking shit!
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General of the Army
Posts: 18,844
Join Date: Nov 2002
Location: AA.com North Building, Offtopic Floor, Apartment 1337
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07-17-2006, 04:32 PM
pretty sure omaha wasn't in the obj_3 sequence
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2nd Lieutenant
Posts: 3,222
Join Date: Oct 2003
Location: Dallas, Texas, USA
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07-17-2006, 04:34 PM
Quote:
Originally Posted by Nyck
sounds ambitious. too bad EVERY MP omaha type map sucks. mgs and snprs for germans on hill, yay.
guess weapon limits would have to be in order, which would of course make people cry
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you forgot rifles cool:
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Colonel
Posts: 8,441
Join Date: Dec 2003
Location: Goatse
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07-17-2006, 05:09 PM
Quote:
Originally Posted by lasagna
Quote:
Originally Posted by Nyck
sounds ambitious. too bad EVERY MP omaha type map sucks. mgs and snprs for germans on hill, yay.
guess weapon limits would have to be in order, which would of course make people cry
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wtf.... omaha_obj_3 was the fucking shit!
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man, I forgot all about that. Ground level entrances FTL
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General of the Army
Posts: 18,202
Join Date: Jan 2002
Location: Ireland
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07-17-2006, 05:12 PM
Quote:
Originally Posted by Nyck
guess weapon limits would have to be in order, which would of course make people cry
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Kinda like red orchestra, most of the maps have 1 sniper per side so whoever gets into the server first will almost always pick that rifle no matter what. Every map in the game has a really large scale to it and every clas has a limit, so if you load the map slower than everyone you can be stuck with an smg and get your ass handed to you by everyone else who has a rifle. The ranges are so extreme half the time you can;t even see who killed you or from where. annoy:
Vehicle combat can be fun though, pity the tiger tank for some reason gets owned by pretty much every other tank in the game. oOo:
Quote:
Originally Posted by Nyck
But one of her fucking grandkids, pookie, rayray or lil-nub was probably slanging weed or rocks out of the house.
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Captain
Posts: 5,021
Join Date: Mar 2005
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07-19-2006, 10:34 PM
About the 250,000 units and graphics...
Quote:
Originally Posted by RonanHayes
No it doesnt effect the game, we have a very aggressive Terrain system that handles all of this really well. We have this algorithm to the AI as well.
So realistically you the player will really only every be aware of whats directly around you, and off in the distance everything else is calculated on a far less accurate level.
If you want to look up on terrain rendering have a read of this:
[url:8b5a9]http://www.terrain.dk/[/url:8b5a9]
There are pdf, demos etc. All good and very high quality terrain, that doesnt pop in as you moves along. It has a very nice morph. Now this is just the application its not how it works in game. You must remember that the terrain shown there is around 25,000 meters per pixel. Or terrain is around 2 meters per pixel. So that actually ensures that the morphing isnt even evident. So the level doesnt pop and you dont see the morphing or any other strange artifacts common with other games.
Now with regards to caching.
When you install the game you may have the following structure:
--1944 D-Day
----System
----Fonts
----Modules
------Overlord
----Graphics
----Shaders
When you load the game for the first time, and select your settings. You are effectively telling the game. I want these settings now setup the data to make this as efficient as hell.
So it takes all the textures, all the models etc and caches them with these settings embeded:
--1944 D-Day
----Cache (It creates a Cache Folder, which is all the files optomised)
----System
----Fonts
----Modules
------Overlord
----Graphics
----Shaders
The only time when you will have long loading times again is if you change the graphics settings. Changing these will mean the cache needs to be rebuilt.
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Quote:
Originally Posted by RonanHayes
The game doesnt feature 250,000 units on screen at once, it doesnt even feature 250,000 units in the background. What it does is manages all the units directly around the player, then it groups all the units into the relevant Military groupings, thus reducing the processing from a unit to unit level right up to a battalion level.
Its fast its efficient and its only numbers, which all pocessors handle really well. These structures are also stored as C Structs so they can be loaded directly in. This means that there is no parsing, no odd calculating requried. It simply loads in the information directly and applies it...
If you are going to do something this complicated you may as well spend the time doing it right 
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For a dev company that doesn't even have a publisher, they really have their shit together.
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Guest
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07-19-2006, 10:51 PM
sounds awesome, EA should take a few pointers from them and pass em onto their developers.
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Command Sergeant Major
Posts: 2,025
Join Date: Mar 2002
Location: Tampa, FL or Charleston, SC
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07-20-2006, 01:03 AM
[quote="[DAS REICH] Blitz":47f25]pretty sure omaha wasn't in the obj_3 sequence[/quote:47f25]
omaha beach was obj_team3 or whatever in mohaa
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Administrator
Posts: 17,739
Join Date: Apr 2002
Location: Camp Crystal Lake
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07-20-2006, 08:36 AM
Sniping from the Higgin's Boat 4tw!
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Lieutenant Colonel
Posts: 7,162
Join Date: Dec 2002
Location: Plymouth, MA
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07-20-2006, 09:26 AM
Lag 4tw is probably more like it. Sounds like you need a little more than a top quality PC to run that on normal.
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