RE: [Algorithms] Terrain Organization
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From: Tom F. <to...@mu...> - 2000-07-31 09:09:40
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Indeed - my goal for graphics systems is that when they are released, they should be able to bring even the best existing machine down to sub-1Hz speed if you turn all the detail levels up, and yet have perfectly acceptable performance on five-year-old machines with the auto-LoD system on. That way you know (a) you've done a good job of scaling stuff, (b) you're pretty sure you can re-use the engine (or something derived from it) for the next project, and (c) people will still play your game in five years - it won't look sad. Oh yes, and (d) you might get some good bundling deals with new graphics cards - and they're always welcome. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Jim Offerman [mailto:j.o...@in...] > Sent: 31 July 2000 08:09 > To: gda...@li... > Subject: Re: [Algorithms] Terrain Organization > > > > As for not everyone having TnL cards, well, I thought that > any game which > is > > *now* in development will probably run on fast systems. By > fast I mean > either > > TnL, or on CPUs which are fast enough that regular cards > don't suffer too > > much. Anyway, this is up to you, it depends on you budget > and a lot of > other > > things. > > If you are going to implement some form of CLOD (this is > where Tom Forsyth > would promote using VIPM - which is not a bad idea at all), I > think you > should couple the runtime error calculations to your fps... > i.e. if your fps > drops, crank down all lod levels in the game until the fps reaches an > acceptable level. Your gime might be spitting out 100K tris > per second on a > souped up PIII with GeForce2 GTS and pump through a humble > 15K on a PII with > TNT PCI. > > And, since you have tied your CLOD calculations to the fps you could > (theoratically) also truly design your game for the future - > i.e. use models > which by todays standards contain far to many triangles, the > CLOD will keep > performance acceptable on today's high end hardware and > increase detail on > tomorrow's hardware. Imagine playing Half-Life again, finding that the > overall detail has increased by a factor ten. > > Jim Offerman > > Innovade > - designing the designer |