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Old 10-30-2012, 01:06 PM
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zapatista zapatista is offline
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Quote:
Originally Posted by Stublerone View Post
There is no need to rewrite engine as they already did. And it is a problem of the of the technique together with the high viewing rang. Noone on this earth could make it sufficient with this method and the given parameters.

We are talking about an open world, large maps, big texture and clear and ultra long viewing range. Noone ever get this work as you all intend. Simply not possible with our "slow" machines to compute all the workload needed to get a really good result you are looking for. Impossible with all the slow interfaces between the components. Not to speak of a completely revolution in using multicore cpu and multicore graphics (sli has to function totally different with a much more effective interface between the cards). Also fasterssd, fast as ddr3 at least and change ddr3 ram to ddr5 vram speed and get the right and fast buses between them. If the pc is working like this, you could PERHAPS be able to generate a sufficiently working stream engine game with some free capacities for graphics evolutions.

So: really difficult technically!
one further possible avenue of increased performance for game programers is to directly access/write-to GPU functions (instead of using intermediary languages as they do now, which need 1 or several steps between the hardware function and the game code written), but i am not aware of any current game that does so yet. from what i read, this will allow a significant further step forward in performance nd some upcoming FPS are sarting to use these methods afaik. future more efficient game code writing for flightsims is also possible even using current harrdware, but i agree that right now given the current method of writing these games, performance for flightsims is very much strangled by what the current hardware can perform, and it is a game genre that is pushing the boundaries of what is possible.
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Last edited by zapatista; 10-30-2012 at 01:10 PM.
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