Re: [Algorithms] Scalability costs
Brought to you by:
vexxed72
From: Jamie F. <j.f...@re...> - 2000-07-31 11:06:08
|
It's a nice idea, but is it worth the cost in development time? Jamie Jim Offerman wrote: > Hail to scalability :-) > > Jim Offerman > > Innovade > - designing the designer > > ----- Original Message ----- > From: "Tom Forsyth" <to...@mu...> > To: <gda...@li...> > Sent: Monday, July 31, 2000 11:04 AM > Subject: RE: [Algorithms] Terrain Organization > > > 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 > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |