Graphic settings

sumguy720sumguy720 Join Date: 2011-02-09 Member: 81101Members
edited December 2012 in NS2 General Discussion
<div class="IPBDescription">How low can they go?</div>I was thinking about a game I used to play galled Garry's mod (A half life 2 madification). At one time in the past it had this really neat graphics setting option implemented into it where you could simplify the geometry of the rendered world an a scale from full 100% normal polygons to like 40 triangles per player.

It looked terrible! (Imagine, Classic 'alone in the dark' graphics)
<img src="http://retromedia.ign.com/retro/image/article/883/883558/alone-in-the-dark-restrospective-20080623020349449.jpg" border="0" class="linked-image" />

BUT it ran fast. Or faster, anyway. I like that, a lot. It made me start to wonder about all the things that we put into video games graphically nowadays and how many we could just ditch in favor of performance?

I mean, more specifically, in natural selection 2 I was hoping maybe there would be a way we could get the graphics to be even sh**ier than they are at low graphic settings so that we could get better FPS ingame. I'm not above walking on matte gray surfaces shooting vaguely alien triangles as they bounce around the room if it means that I can get 60+ frames per second while doing so. Of course the hitboxes would be the same and the general contrast of everything would be about the same so as to not give any advantages.

After all, I don't care about the graphics, I just like the game. What do you guys think? Especially in an e-sport sort of thing I really like being able to play in a very abstract environment, and don't care about immersion or anything.

Special note: I don't want to make this a discussion about how the game performs now and how it should perform. I want to discuss ways that the developers or that modders could help us reduce the graphical load by sacrificing pretty effects and textures in game.

Comments

  • piedriverpiedriver Join Date: 2009-12-17 Member: 69695Members
    If we could agree;
    It is easier and quicker to find something in empty room, than it is to find something in a cluttered room.

    Then we could also agree;
    those using such graphics settings (as you mentioned), would have an advantage over those drawing/viewing a more complicated environment.

    --
    I bought a new computer to play NS2 at max everything, but I <i>still</i> toss up about setting my graphics back to"low". This is because I found it much easier to see through shadows, spores, green cyst slim to shoot my targets.

    But i don't because I mostly play Alien :)
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I believe NS2 doesn't have LOD models in any context. This isn't even strictly possible right now (I'm not saying it cannot be made possible, but it's a lot of work to make it happen)
  • NSDigiNSDigi Join Date: 2010-04-23 Member: 71503Members
    <!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->The game was released entirely too early and most the community knows that, but they're here for game play, past time fun (NS1), and possibly to expand on a new community. The fact is, that UWE has a long way to go with this game (NS2) <b>and</b> the Spark engine.

    A couple things things that stand out for permanence hits, pertaining to this thread, would be reflective's, particles, physics, decals, meshes (bullet shells, fire, smoke effects, sparks, etc), distortion (heat, blur). All these options should have a configurable state, only one partially does ... ... . .<!--colorc--></span><!--/colorc-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2048354:date=Dec 19 2012, 09:36 PM:name=NSDigi)--><div class='quotetop'>QUOTE (NSDigi @ Dec 19 2012, 09:36 PM) <a href="index.php?act=findpost&pid=2048354"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->The game was released entirely too early and most the community knows that, but they're here for game play, past time fun (NS1), and possibly to expand on a new community. The fact is, that UWE has a long way to go with this game (NS2) <b>and</b> the Spark engine.

    A couple things things that stand out for permanence hits, pertaining to this thread, would be reflective's, particles, physics, decals, meshes (bullet shells, fire, smoke effects, sparks, etc), distortion (heat, blur). All these options should have a configurable state, only one partially does ... ... . .<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
    Can you elaborate on this? From the way I understand what I think you're saying I'm pretty sure you're not correct...
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