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

Solbright
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Posted - 2007.04.24 22:05:00 -
[1]
Edited by: Solbright on 24/04/2007 22:06:21
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.
I think this is an answer ...
Originally by: CCP Oveur ... the new graphics engine Trinity 2 should be mentioned. Sure, it's also adding new goodies to utilize newer graphics card and there's even a special version for Windows Vista to utilize the powers of DirectX10.
CCP intend to have two Eve clients based around: 1 - Trinity 2 for DX9 2 - Trinity 2 for DX10 or maybe: 1 - Trinity 2 for DX9 based hardware (requires DX10 installed) 2 - Trinity 2 for DX10
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Solbright
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Posted - 2007.04.24 23:10:00 -
[2]
Here's my take on the blog:
Trinity 2 graphics engine Mostly about client performance but obviously will add some new bells. - Release date: Early 2008.
New User Interface Framework Sketchy details but appears to be an integral part of the client performance agenda. - Release date: Early 2008 along with Trinity 2, with many subsequent fixes and additions.
New sound engine Get to enable sound, a little more immersion, nice bonus. Release date: Mid 2007.
Slipstream network layer Some DRM thingy or, if lucky, an attempt to opensource the client. Release date: 2009/2010.
Better asynchronous resource loading Much needed on top of the many client performance targets. Will be nice to see a stutterless display with boxes turning into ships as the geometry and texture data is loaded from the HDD. Release date: Hopefully sooner than later.
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Solbright
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Posted - 2007.04.25 00:16:00 -
[3]
Originally by: Matthew 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).
Cool, sounds like it may help smooth bumps at the server end. Can't say I've noticed the client suffering from network problems unless there is major packet loss.
There is not much that can help packet loss - more redundancy/error correction maybe but that can get out of hand and add too much lag itself. For short outages a status refresh button would do wonders but that will get hammered by the user and the cluster will be hit hard so I don't think that's an answer either.
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Solbright
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Posted - 2007.04.26 11:21:00 -
[4]
NOOO! Bugger off to one of those sleezy server disoriented threads! :P
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Solbright
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Posted - 2007.05.11 13:47:00 -
[5]
No, CCP Oveur - "We will utilize some new spiffy shader stuff, but with a fallback path to DX9"
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