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Phosphorus Arkadios
Crux Special Tasks Group Gallente Federation
11
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Posted - 2012.09.02 22:19:00 -
[1] - Quote
As of right now the map (spawn menu) chugs along as you zoom in and out, etc etc.
What can be done to reduce this issue is instead of drawing shadows in real time (especially for large objects) overlay the shadows, or bake them directly into the overhead map texture. I notice that the shadows don't render until you zoom in slightly, and it causes it to chug slightly. Just incorporate it directly into the overhead texture. So far this game doesn't seem to have many dynamic lights, there is no need to have such large structures have dynamic (or real time rendered shadows) when they will not be moving. Save those such resources for shadows from the MCC and other smaller objects.
While on the map keep models on the lowest LOD's.
Also, cache high LOD's and textures that are around static spawn points. Texture streaming is a heavy feature of UE3, but caching some of the major textures to the HDD can reduce initial streaming performance issues upon spawning. Frame rate drops considerably on spawn, making it hard(er) to spawn in hot zones.
Oh, and one last thing, I noticed the model of your character can change LOD's while you are walking in different angles. The constant switch of LOD for your character needs to be fixed. |
Patches The Hyena
204
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Posted - 2012.09.02 23:11:00 -
[2] - Quote
Why does the map have to be rendered the way it is at all, can't it just be a simple low res map without all the detail? It's a map, it needs to be functional, not beautiful. |
Phosphorus Arkadios
Crux Special Tasks Group Gallente Federation
11
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Posted - 2012.09.03 03:54:00 -
[3] - Quote
Patches The Hyena wrote:Why does the map have to be rendered the way it is at all, can't it just be a simple low res map without all the detail? It's a map, it needs to be functional, not beautiful. Exactly, I was hoping they'd drop all the flash for more functionality, while keeping it still good looking. For example, a lot of the barriers, and chest high walls, crates, can be replaced, polygonally, with normal maps. Also, for skirmish maps that take place in a much smaller area, why even bother with the ability to scroll through a whole lot of out of bound map? It just takes up unnecessary resources. |
Shiro Mokuzan
220
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Posted - 2012.09.03 05:37:00 -
[4] - Quote
Phosphorus Arkadios wrote:Also, for skirmish maps that take place in a much smaller area, why even bother with the ability to scroll through a whole lot of out of bound map? It just takes up unnecessary resources.
Because at some point, the whole maps will be playable. |
BestNameEva
Royal Uhlans Amarr Empire
86
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Posted - 2012.09.03 06:01:00 -
[5] - Quote
Shiro Mokuzan wrote:Phosphorus Arkadios wrote:Also, for skirmish maps that take place in a much smaller area, why even bother with the ability to scroll through a whole lot of out of bound map? It just takes up unnecessary resources. Because at some point, the whole maps will be playable.
Oh I cant wait to fly across the whole map "WEEEEE!" |
Zero Harpuia
Maverick Conflict Solutions
422
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Posted - 2012.09.03 06:51:00 -
[6] - Quote
BestNameEva wrote:Shiro Mokuzan wrote:Phosphorus Arkadios wrote:Also, for skirmish maps that take place in a much smaller area, why even bother with the ability to scroll through a whole lot of out of bound map? It just takes up unnecessary resources. Because at some point, the whole maps will be playable. Oh I cant wait to fly across the whole map "WEEEEE!"
All that unexplored, samey, unwalkable mountain MUST be charted. |
Phosphorus Arkadios
Crux Special Tasks Group Gallente Federation
11
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Posted - 2012.09.04 03:09:00 -
[7] - Quote
Shiro Mokuzan wrote:Phosphorus Arkadios wrote:Also, for skirmish maps that take place in a much smaller area, why even bother with the ability to scroll through a whole lot of out of bound map? It just takes up unnecessary resources. Because at some point, the whole maps will be playable. Yes... but it isn't right now, even if it gets unlocked later in a battle (so far they haven't implemented such a feature) there is no need to load all these assets as I load the map. It just bloats the system. I don't know if the new DICE engine is more suited for this game, but UE3 is poor for such large maps. |
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