Quote:
Originally Posted by KG26_Alpha
So the finger points somewhere else then maybe
Core.dll ........... ?
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is our way of introducing custom files via modding the problem where this lack of performance is seen with sever reduction in texture sizes, possibly those orginal files are still in use prior to my using the customs, who knows. zzzzzzsdk. zzzzzzzsdk..zzzzzzzsdk.
not maybe, but definetly. Where? im not sure. Before the Last patch was better imo. i would love to be privy to what poly outputs & texture calls are made at any given fraction of a second. The other thing i question is how an engine scales for higher or lower machine base.The scaling proecudres might not be correct or suitable for this generation of top end graphically heavy software & hardware mix. It could require a more than a simple downsizing ethos to the scaling prcedure for the engine. for example a DX change and everything that comes with the PITA that would be. just an example. Another example and one proven to a considerable level is the necessity for true 64bit. over at ED the attention within the 64bit factor and the 32bit counterpart has unfortunatly ment the 32bit tech is limited in comparsion to its 64bit version. It doesnt pretend to be what the 64bit version is. loosing shaders and minor aspects. dare i mention also because of the necessity for "Large 1:1 scale scenery " again this is imho a good example of how to go about scalability and use what we have constructivly.
to sum cod's problems up in not so many words i think "COD is pushing and pushing everything to the max in a non true multicore, non 64bit,(maybe it is 64bit im not sure:presumption) non multigraphics chip format. untill we get the wider field for the software to work in, it might not work as intended", this is why we sit for months awaiting speculating the outcome. We need the upper end of the environment for the top end software to work to its max. /rant off