267 : Physics Multithreading

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Comments

  • RejZoRRejZoR Slovenia Join Date: 2013-09-24 Member: 188450Members, NS2 Playtester, Reinforced - Shadow
    What i'm wondering more about is, does the engine render and calculate everything even when it's out of players FOV (and range) and in the other room? Because that would be ultimately idiotic and a complete waste of resources. Ie, i don't need harvesters, spurs and hydras wiggling around (as well as everything else) and wasting resources when i'm on the other end of the map (and not being able to see).

    I know any modern game engine is expected to utilize such resource saving methods, but i'm still wondering if NS2 actually does that as well. Considering how it all turns into one big crawl at the end of the game it seems more like it's not really doing that...
  • RejZoRRejZoR Slovenia Join Date: 2013-09-24 Member: 188450Members, NS2 Playtester, Reinforced - Shadow
    Well, if you could throw out bones updating and physics updating, that would be something. There is no need to calculate that, all you need to know is player position for as long as it's out of your zone. Basically just for the minimap/map to work.
  • MrFangsMrFangs Join Date: 2013-03-27 Member: 184474Members, Reinforced - Shadow
    Mendasp wrote: »
    typodaemon wrote: »
    With the bone and animation calculations being part of the physics backend, can we just get an option to disable animations for buildings that don't really need it?

    I am looking into this for NS2+, if it makes a difference expect to see it in a server close to you :P

    Suggestion: Make this a multi-level option to affect different groups of buildings. For example:

    - "All"
    - "Medium" (animate the most prominent buildings, e.g. Harvesters/RTs, IPs, Whips, Hydras, Hives)
    - "Minimal" (animate only buildings where animation matters, e.g. Whips, Hydras & IPs)
  • ChizzlerChizzler Join Date: 2013-01-04 Member: 177532Members
    edited August 2014
    RejZoR wrote: »
    What i'm wondering more about is, does the engine render and calculate everything even when it's out of players FOV (and range) and in the other room? Because that would be ultimately idiotic and a complete waste of resources. Ie, i don't need harvesters, spurs and hydras wiggling around (as well as everything else) and wasting resources when i'm on the other end of the map (and not being able to see).

    I know any modern game engine is expected to utilize such resource saving methods, but i'm still wondering if NS2 actually does that as well. Considering how it all turns into one big crawl at the end of the game it seems more like it's not really doing that...


    shows occlusion culling in NS2
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