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#31
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![]() I’m sure in the following weeks they will resume their posts… ![]() |
#32
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On the other hand polygon crunching isn't such a big deal anymore these days and the performance impact probably not the biggest problem anyway (compare the number of trees and houses we have which have similar complexity). Maybe impact on memory and CPU (if those objects are supposed to be non-static) could be an issue, but most probably it's simply the development resources again which are lacking, which is by far the most limiting factor these days, especially for such rather small projects like CoD. There were shots of ground personnel models some months ago and it would be great to have at least vehicles and AAA manned. Civilians I can personally live without but I realize not everyone has the same priorities. |
#33
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Go on? What is mine?
You and your constant moaning... It's easy to be negative. |
#34
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"I always hate it when the quality isn't consistent throughout..."
Like for instance the ultra-sharp houses floating over low-quality ground textures ? "On the other hand polygon crunching isn't such a big deal anymore..." Yes, today, you can design a very nice cow, with few polys, BUT with a very high texture baked back from a very detailed model (with softwares like Zbrush, Mudbox, Mari or 3dCoat). I still wonder why these softs have not been used for the ground textures ? |
#35
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#36
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#37
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![]() Folks in the streets still doesn't add anything to the gameplay itself.. for crying out loud.. are you gonna go up against what the developers themselves are saying? I never mentioned anything about clouds, how on earth can you compare clouds to people in a flight sim? The clouds obviously play a big role and they're there. All the basic stuff in the sim that is necessary is already there, stop being such a baby and imply that people that don't whine about the smallest little details are inexperience folks who doesn't give a sh*t about anything ? Things will be cut and things will be left out due to various reasons such as deadlines, quality reasons and/or simply because they didnt add anything to the gameplay. Maybe its time you realize how game development works, and that Oleg can't please everybody. mmkay? mkay. Last edited by KG26_Alpha; 01-26-2011 at 09:19 PM. |
#38
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But that's not really my point - what I'm saying is, polygon count is not really the problem (for rendering ground personnel or traffic), so using "sprites" is not the solution. Such objects will not eat a current GPU: ![]() |
#39
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What the Kraken says, basically. As long as these personnel have no real AI to speak of, it shouldn't be tooooo-tooo taxing, but as far as I'm concerned it'd be a nice extra and nothing more as a release feature. This game is about flying historical air combat missions, not RAF Fighter Station Simulator 1940.
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#40
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It's not a show stopper but in IL-2 back in 2001 we had ground gunners and drivers, if convoi was attacked they jumped out. Must be said that those figures were low polygon. |
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