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Old 07-07-2011, 01:15 PM
Heliocon Heliocon is offline
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Quote:
Originally Posted by dash2099 View Post
you have to consider the CPU, not so much the GPU in these things and framerates. The game doesnt exclusively own the CPU whilst the game is running. You have windows/AV/skype/disk indexing/garbage cleaning/driver processing all happening in the background. The CPU is the one that offloads calculations to the GPU and deals with the results. Bog the CPU down and everything slows down - if windows slows down then game slows down. Its exactly the reason why you wont see a framerate increase when running a highend graphics card on low/mid end CPU. Physx cards (revamped/redone as nvidia's CUDA technology) if utilised can give the CPU another processor to offload physics calculations to (now basically nvidia's graphics card). Not everyone has an NVIDIA card or an i7 with ssd's in raid0, hence the game loses features and options to accomodate running on a variety of minimum spec machines. *before anyone says it, yes i agree it isnt running perfectly just yet.*

with the tree's and collision, you have to also consider multiplayer as well. if they have coded in wind and tree's and branches waving, then i'd imagine those collision boxes move. Even if you just apply collision boxes tree's in the immediate vicinity, factor in averaging out latency and all the warping from lost packets. Thats a lot of numbers to crunch and a lot of predicting/updating (particularly when the wind affects the whole or a region of the map). thats not all, now throw in 128 players dogfighting in that one map. its a lot of code, and people want realistic exhaust fumes with the right color in 1940's sunlight and dynamic weather based on their region (while dogfighting a bloke in another region with his own weather demands). its not impossible, but if it wasnt done from the start then a lot of things have to change, and thats probably a new game.
The collisions could be done and should be/are normally done on the local client. That info is then sent of to the other clients therefore what you see and I see does not have to be the same thing, and even if it is, it is not an issue to implement collisions. Also collision boxes dont move with the wind, that notion is absurd. A tree branch moving a few inches wont make a differance to a hitbox.

Speedtree which is currently used to generate trees also most likely generates the hitboxes in other games, for example it was used (speed tree 1) in Oblivion, newer versions in mortal online etc. It was never meant for this type of use, maybe that was lost in translation? Its unfortunetly another sign of bad planning/managment for a feature that is ironically simple to implement. Its ALOT harder to track bullets and plane collisions with AI running.
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