Quote:
Originally Posted by Heliocon
Totally understandable, scalibility is a must (until end of last year I was running a core 2 duo 5 year old comp). This is the problem: 1. You develope a game for a wide audience, and you develope it with a timeline in mind, this means you dont make the gave to the lowest common denominator say 25% of the market in 2010 when it will be released mid 2011 and be continously worked on for years. You target the mid range which is the quad market (now the majority holder for cores at over 35% I believe).
Now irrespective of that, we keep hearing about this "cpu cap", where is this coming from? Says who? Did the devs specifically say CPU power is the problem? Why does this game or IL2 have problems with CPU when much much more complex games (interms of cpu function) can do far more than this game does on the same CPU?
Over that all the stutering and problems we have seen are due to GPU/Ram over land and such, nothing ever to indicate it was "cpu based".
So due to this they should develope the campaign for the mid range market, because in a few months time/1 year the current mid will be the low...
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Luthier did make it clear recently that CPU was the bottleneck, not GPU.
He said that in testing they even made each object appear as a single pixel and it made little difference. A flight sim has a heck of a lot of complex calculations to make compared to your normal shoot em up....flight model, engine management, air AI, ground AI, weather, line of sight calculations for radar and AI etc. etc.
I reckon just figuring out who can see who based on the position of clouds and hills could be a massive resource hog in itself...one of the reasons no sim has done this adequately to date.