Quote:
Originally Posted by adonys
have it ever crossed your mind that it might be because of a bad implementation of the speed tree library?!!
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It sure can be, but there are tons of other games that use Speedtree out there with very good performance, like Battlefield 3 that hardly can be accused of stuttering

But then of course, I hardly think there is another game that use so many trees on the same frame
Anyway - as the main logic in the game is written in .NET and the Speedtree dll:s are written in C++ there will be interop problems in this critical part that for sure will not help! Of course they can maybe do optimization so that they load stuff and don't do the marshalling every frame, but I really don't know how the Speedtree libraries work in runtime... As Speedtree does culling, lods etc I don't see how you could get around a lot of marshalling to get the C++ trees "into" your C# landscape manager? Just guessing here...
Another thing is that they seem to be using Speedtree 5.2 which is not the latest release so let's hope they work with Speedtree support to fix this and are not stuck on a license for 5.x only.