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Thread Statistics | Show CCP posts - 10 post(s) |
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CCP Oveur

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Posted - 2007.04.25 09:16:00 -
[1]
Originally by: brinelan Edited by: brinelan on 24/04/2007 20:39:08 With things being recoded to move more processing to the GPU, will SLI support be considered or included?
Hasn't been decided yet.
Senior Producer EVE Online
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CCP Oveur

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Posted - 2007.04.25 09:17:00 -
[2]
Originally by: Nisse Owned Though, is DX10 cards even out yet... I know HL2 and most source engine based games is possible to force an old card to support a higher hardware level at the cost of performance. Would be cool if it would be possible to do like that with eve aswell(Poor me can't upgrade graphics card in my laptop )
DX10 card have been out since 2006. There is a lot to be done between DX9 and DX10 in terms of shaders and such, remains to be seen how much of that we utilize.
Senior Producer EVE Online
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CCP Oveur

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Posted - 2007.04.25 09:19:00 -
[3]
Originally by: Scetrov It is good to see that rolling updates are on the agenda, I would be really interested to know how many EVE players have which graphics cards, I don't suppose CCP have that data to hand without players submitting that information themselves... torn between privacy and data mining being cool!.
Also for some reason, I feel the need to post this again...
We don't have that information. The picture is also flawed. I am from the Intarweb.
Senior Producer EVE Online
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CCP Oveur

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Posted - 2007.04.25 09:21:00 -
[4]
Originally by: Nifel Will the new EVE client (or the current EVE client even) use RAM for cached items instead of the hd? Preferrably shared between multiple clients >_>.
I'm pretty sure it's already using RAM.
Senior Producer EVE Online
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CCP Oveur

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Posted - 2007.04.25 09:23:00 -
[5]
Originally by: Broska Will the new engine make fleet battles without the server crashing / half the participants crashing, a possibility again?
Neither the new nor the current graphics engine has got anything to do with server crashes. As stated in the blog, this is entirely about the client improvements. It should however help your client enter fleet battles with less chance of crashing.
Senior Producer EVE Online
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CCP Oveur

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Posted - 2007.04.25 09:23:00 -
[6]
Originally by: Solbright
1 - Trinity 2 for DX9 2 - Trinity 2 for DX10
We will utilize some new spiffy shader stuff, but with a fallback path to DX9
Senior Producer EVE Online
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CCP Oveur

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Posted - 2007.04.25 09:24:00 -
[7]
Originally by: LancerSix Edited by: LancerSix on 24/04/2007 22:23:51 How does Ambulation factor into this? Do you think we may see at least some elements of it surface with the new engine at the end of the year?
I seriously can't wait .
/me sells his soul for beta .
Trinity 2 is a prerequisite for Ambulation, so you will see the engine first.
Senior Producer EVE Online
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CCP Oveur

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Posted - 2007.04.25 09:25:00 -
[8]
Originally by: Matthew
Originally by: Solbright Slipstream network layer Some DRM thingy or, if lucky, an attempt to opensource the client. Release date: 2009/2010.
Don't think this will be to do with DRM or opensource at all. All it really sounds like is is a new pile of code for handling client-server communications. The current code seems to be good at sending lots of little messages, but not so good when you've got really big messages to go across the link (e.g. the market listing for shuttles). Hopefully slipstream will fix those issues and give a generally more robust connection to the server for less random disconnects.
Your're quite correct, there is no DRM at all involved here, we don't need it.
Senior Producer EVE Online
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CCP Oveur

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Posted - 2007.04.25 09:33:00 -
[9]
Originally by: Dr Aryandi
Originally by: Nate D
Originally by: "CCP Oveur" *snip* ...we're always moving mature code from Python to C if it's highly utilized.
*snip* We regularily refactor code, optimize, move to C or simply replace code regularly.
Pardon my inadequate knowledge of coding but what I take from these statements is that C code is faster and better than Python code. If this is the case, why isn't the code written in C to begin with?
Not a complaint, just a question. -Nate
C code executes faster. I.e. if you want to add 1000 numbers to 1000 other numbers then C will probably do it faster.
Python though is much faster and easier to write/tweak/change/test etc.
So development can be done much faster in python, then performance critical sections of code get refactored in C (you can call between C and python inside one program).
C vs Python is a trade-off between raw performance and development timescales.
Correct, nothing compares to the speed we can construct, test, fix and refine in Python. When something is being used that much that the Python performance is a problem, we move it to C - if the code is mature enough.
Senior Producer EVE Online
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