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Ah, I see.Maps are big, spirit bombs are slower than turbo swoop speed and if you get locked on by an attack there will be a visual notice on the scouter.
Ah, I see.Maps are big, spirit bombs are slower than turbo swoop speed and if you get locked on by an attack there will be a visual notice on the scouter.
I'm Concerted with the optimization as well . Will this run it at least decently? Please Reply.
Geforce 9600GT oc'd edition - AMD X2 2.7ghz - 2gb ram.
and my other pc...,
Geforce 8600GT - Intel Core Duo 3.0ghz - 4gb ram.
o_o o_o o_o
Either thats a lousy joke or you are trying to be smart.I'm Concerted with the optimization as well . Will this run it at least decently? Please Reply.
Geforce 9600GT oc'd edition - AMD X2 2.7ghz - 2gb ram.
and my other pc...,
Geforce 8600GT - Intel Core Duo 3.0ghz - 4gb ram.
o_o o_o o_o
looks like to me that..the bigger the map is the slower it loads.Either thats a lousy joke or you are trying to be smart.
No our requitements are not bigger than crysis >.>
Have a look at Dungeon Siege. The entire game is essentially brought to the player at once without any load times due to resource proximity streaming. Larger maps don't necessary equate to to longer load times (or even more memory usage) if the implementation is done well.looks like to me that..the bigger the map is the slower it loads.
Right. Breaking the renderer step down into multiple threads would be a poor decision anyhow since you need synchronicity among components. Trying to offset the shadow, LOD, or any CPU-dependent step would cause jerky artifacts all-around since locking threads to update them as a whole would be a performance deficit on the rendering step rather than a gain.No, we cannot multithread the renderer....I'm pretty sure not anyway. But hell, new engines are barely doing that now - most pretty poorly at that.
We never say it takes 10 minutes. We said that we make map boundaries so that it doesnt take.I don't know if it's been brought up yet but, if it takes 10 minutes to fly to an area where the battle is taking place, why not just set the spawn points to be within a certain proximity of the majority of players fighting? Or maybe within a certain proximity of where you died since it is most likely that you'd have died around where players are fighting.
Although back when I made a few maps, you only could make spawn points. Not sure if you could program the spawn points nowadays.
Enough to run the new games. Besides if i tweak the settings a bit i get 99 clean ^^This has definitely sparked my interest. Large maps is a good idea no doubt. Can probably use the 32 players per server now. Also the game is just looking really good too.
Grega, What's your computer specs to be getting only 50fps