07-04-2009, 04:00 PM
|
|
|
L337 Poster
|
(Imago-Quem) Re:Re:Re:Re:Re:Re:Re:Re:Re:Re:Re:Re:Re:Shader 3.0
Pitt Hammerfist wrote:
Imago-Quem wrote:
Ya, there's a huge difference between single player and multi-player. The single player experience is "much" more
controlled, as well as lacking in continuous in-game server updates. MMO's usually display a ton more characters
on screen, moving objects, etc. as well. Even just the number of possible armor sets displayed at once, each with
their own shader and texturing, causes a huge drop in framerates. A lot of sets will even have multiple textures
and shaders used for a single set. In any case, I'm always looking for ways to optimize what we've got. Surely Ground Textures and Flora couldn't be that taxing ?
Both of them wouldnt need any client/server communication. They just sit there all on the client side ?
Maybe just have an option for 1024x1024 ground texures (optional downloadable texture pack, like oblivion and fallout 3), and a new flora system with a slider for transparecy and density ? hehe not asking for much am i? 
I really couldn't say anything for the texture downloads. I also don't "think" it would be very easy or quick for our
team to be adding in extra textures to upgrade the zones. In any case, I'll mention it to the art team.
As far as the flora system, I'll definitely see if we can add transparency, density, and height sliders... when I get to
building the system.
LINK
|
|
|