Cobra8472 |
09-09-2012 01:22 PM |
Quote:
Originally Posted by phoenix1963
(Post 459420)
Interesting, I assume you know much more about it than me.
They did claim that nobody used more Speedtrees than CloD, hence their implementation had to be different.
I also remember Oleg's comment that one day graphics cards would have enough memory to hold all the textures, which I presume was a lament that they had to write a texture manager - with 3GB only to play with at 32 bits.
I can also see how the typical UDP packet sizes, without fragmentation, could be an incredible driver for the radius-of-influence engine that seems to be there.
56RAF_phoenix
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I have experience with implementing SpeedTree-- indeed.
CloD may be far up there in terms of speedtrees visible at any time-- but not markedly more than say, WWII Online, or even games such as ArmA which use their own proprietary tree & vegetation rendering software.
It is also worth noting that most trees visible in the gameworld at any given moment are instanced 2D Impostors, which have a much smaller impact on performance.
While SpeedTree's do have a performance impact at the levels implemented in CloD-- they should not be the source of performance issues.
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