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Acrel
Amarr Elite Underworld Special Forces
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Posted - 2009.02.27 03:13:00 -
[1]
Edited by: Acrel on 27/02/2009 03:13:18 After seeing some of the new effects iam kind of curious on there impact to server performance and client side performance.
New new effects seem more "modest" to say the least.. Like doing away with the bubble for a shield booster and now a little glow on the ship.. Transfers either nos or RR seems less graphical.. Was this intended to kindof take some pressure off the server/clients or does it even make a difference?
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MotherMoon
Huang Yinglong
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Posted - 2009.02.27 03:38:00 -
[2]
other way around, these new effects are FAR more graphically requiring than the old effects.
But's not SM3, it's all SM2.
Like the shield for instance, now it takes into account the model of the ship, and encases it above the hull.
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Kaahles
n0thing Inc. Ghostfleet
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Posted - 2009.02.27 03:50:00 -
[3]
I’m a bit curios about the technical story behind this effects. They look like they are in need for more hardware performance but somehow the client currently on sisi feels much more smooth then the current TQ premium (except for station environments they somehow still drain my fps).
Are there some new technologies used in making it look better while requiring less hardware performance (except for the Shader Model 2) or is it just an imagination? I for one would welcome a devblog with a lot’s of techno babble on this one since we haven’t had one in a while except for those pos exploit stuff.
----------------------------- OMG THE SKY IS FALLING! Contract me all your stuff so I can save it! |
Roemy Schneider
BINFORD
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Posted - 2009.02.27 05:22:00 -
[4]
with the new warp scrambler effect, i believe it's all about making everything look almost the same. im pretty sure that calling upon the same set of functions all the time saves a few kb ressources </sarc>
seriously, everything looks the same: a cone with waves. different colours does not equal variety. and i'm sure EVE-TV will still get it wrong. without a doubt. - putting the gist back into logistics |
MotherMoon
Huang Yinglong
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Posted - 2009.02.27 06:41:00 -
[5]
Originally by: Kaahles IÆm a bit curios about the technical story behind this effects. They look like they are in need for more hardware performance but somehow the client currently on sisi feels much more smooth then the current TQ premium (except for station environments they somehow still drain my fps).
Are there some new technologies used in making it look better while requiring less hardware performance (except for the Shader Model 2) or is it just an imagination? I for one would welcome a devblog with a lotÆs of techno babble on this one since we havenÆt had one in a while except for those pos exploit stuff.
both
all of the old effects were all on your cpu.
with this new expansion, the cpu needed should be lowered in the required specs.
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Cadde
Gallente Gene Works AKA-AHN KINGDOM
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Posted - 2009.02.27 08:29:00 -
[6]
Edited by: Cadde on 27/02/2009 08:31:43 If you think about it, the new shield effect might actually be less cycle intensive since it's basically block art as opposed to a sphere. It all depends on how they applied the previous effect which i can't recall off the bat.
Also, i suck at this but my logic says this is true:
The top raven is the old shield effect sphere. 32 segments. This turns into 1024 polygons. (32^2)
The bottom raven is a rough hand-drawn representation of what we have in SISI, even though from this angle, it has 36 faces. When you turn it into a 3D box...
... it kinda looks like this. Once again, i didn't want to spend hours making an illustration but you might get the picture.
For every extruding box, like the "wings" for example. 5 faces are present, that is 10 polygons. For every spire there are 4 polygons. Also, if there is an extrusion with another extrusion applied, it has 4 faces or 8 polygons.
Lets say there are roughly 80 total faces and 3 spires. that is 80 * 2 + 3 * 4 = 172 polygons. Now lets allow for my crappy perceptional abilities and double that number just to be sure. That would then be 344 polygons total being used for the shield effect. 1024 polygons vs 344 polygons is pure WIN!
Even if i overestimated the segment count on the old sphere, lets say it was just 16 segments... Then there would be 256 polygons in that sphere. But keep in mind, 3D graphics are really smart, it won't show you what you cant see. I.E faces facing the wrong way and stuff that are obscured by solid textures. Basically, it will not draw stuff that is behind the raven. (apart from the sun, but that is a WHOLE different can of worms) EDIT: What i am saying here is, a sphere shows more faces to the camera than a box model.
Maybe i am wrong and i encourage people to correct me, just keep in mind. I didn't really take this very seriously. I just had an hunch and i had to show it to you the best way i could.
//Cadde
My opinions belong to me, you can't have them!
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