PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
That looks complicated performance wise. You would have to update the distant model every time a block is placed, destroyed or painted. Even if it is every ten blocks that's a lot of updating. Plus you would have to keep a distant model for each building in the world. Whereas now there is only one model per kind of POI. Might as well not use distant model at all... But imagine the lag if the game had to completely load every building in our line of sight.
Doing it every time a block is placed would be 100% correct and 100% dumb. Using a background job reading from a task list makes it unnoticable and in a single player game still 99% correct (since the model would usually be regenerated before you get to a distance where you could notice it). There should also be a threshold of block changes, regenerating doesn't happen below that threshold. So a door you break in doesn't regenerate the distant view but destroying the building does.

Unchanged pois could still share the same distant model, only a poi that is regenerated would need a new poi-id in the map.

 
Last edited by a moderator:
That looks complicated performance wise. You would have to update the distant model every time a block is placed, destroyed or painted. Even if it is every ten blocks that's a lot of updating. Plus you would have to keep a distant model for each building in the world. Whereas now there is only one model per kind of POI. Might as well not use distant model at all... But imagine the lag if the game had to completely load every building in our line of sight.
Technically quite difficult but if done correctly it shouldn't be too hard on system resources. The update can wait a few frames and with prodigious use of the c# job system the affect on the frame-rate should be negligable.

 
Technically quite difficult but if done correctly it shouldn't be too hard on system resources. The update can wait a few frames and with prodigious use of the c# job system the affect on the frame-rate should be negligable.
Is it needed , really?

More other pressing stuff to worry about, horde night fps for example. ( not having a go at you )

 
Is it needed , really?
You could put that question under any feature request posted here and the answer of that person would always be "yes". And since you ask, your own answer would be "meh, no".

Yeah they create static images and thats what we see, thats why if a building is partially crumbled or added to the image is the same.
My question was "Do they create distant images of single pois, towns or chuncks?" That question can't be fully answered with "yes" :smile-new:

 
Last edited by a moderator:
You're right about higher priorites but I know TFP want it... and so do I :-)
Yea i know

Problem is most people i talk to ( bugger all about 10 , 15 lol ) saying " great game but runs like a lame duck at times "

I have a mid to top end pc ( no spud at $4k lol, thats Australian ) and it stutters etc at times.

My 1st console was a Atari so all these games are jaw dropping in comparison lol

 
Last edited by a moderator:
That looks complicated performance wise.
It's a question of proper and smart implementation, i.e. when and how to update static models, what efficient data structures to use, or how to render models dynamically without storing any static models etc.

You would have to update the distant model every time a block is placed, destroyed or painted.
Not necessarily. The dynamic model is needed only when actually seen by someone, so updating a model block by block immediately would not be the smartest way of doing it. When and how to update these models is part of the challenge. But the worst solution does not prove that it can't be done better.

Plus you would have to keep a distant model for each building in the world. Whereas now there is only one model per kind of POI.
Again depends on the implementation. You could for instance also only store the difference to the original static reference POI, and apply it when needed (seen by someone). And it's not like these models use a lot of space.

But imagine the lag if the game had to completely load every building in our line of sight.
The point of these distant models is exactly not load every building in your line of sight, whether static or dynamic. You just render a small model instead of the entire structure. How to construct these dynamic models would be the main challenge, whether iteratively, on demand, or what not. But once you have them they provide the same benefits as static models regarding rendering.

 
yep clickbait and false information will get you views.
Yes, and I can totally see them making false claims just to get people on their feed.

If would be funny if everyone using such tactics were removed from the lineup.

 
Status
Not open for further replies.
Back
Top