Author Topic: Why not NINE mv_xxx.vp files, rather than six?  (Read 1185 times)

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Offline Dark RevenantX

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Why not NINE mv_xxx.vp files, rather than six?
I really think that separating the lower-end effects from the high-end effects is a great idea, but it is starting to lag behind the times.

The SCP has gone quite far, pretty much to the point that there are so many effects and textures and models and stuff that some people can't find a happy middle.  I suggest having a mv_highmodels.vp, which would include some of the more system-crippling models (like the super high poly lucifer or the (theoretical) high poly big C).  Along with that would be a mv_hightextures.vp with the really high-res textures (for 256+mb video ram cards).  These two additional files would let people have more freedom in how detailed the game would be.  One could choose to have nice models and textures, but not the SUPER nice ones because his/her computer isn't studly enough, or mabey great textures but normal models.  Pretty soon, another effects file will be required, which could be named mv_proeffects.vp which would have the effects that are too good for the mv_effects.vp, but not good enough for the mv_adveffects.vp.  Having this would let people have a LOT more freedom with their FreeSpace 2 performance to pretty ratio.

Please consider my ideas, people!

 

Offline WMCoolmon

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Re: Why not NINE mv_xxx.vp files, rather than six?
Because people already complain about there being too many files, it's a third again as many VPs to organize, could easily make precedence a living hell, and generally it seems like there's a division between people who can run the main set, and people who can also run adveffects. The only real disputing factor has been DaBrain's medium 3D shockwave in the VPs. (The animated beam glows in 3.6.7 were supposed to be in adveffects from the outset)

If it comes time to add another VP, I'd probably first merge mv_effects and mv_textures (Both have the least performance drain besides mv_core and mv_music, from what I can see), or mv_models and mv_textures (Since many of the high-poly models have their own, more efficient, texture sets based on the versions in mv_textures anyhow)

If people are really determined about maximing their performance->look ratio, they should learn how to use VPView and make their own set of VPs. It's really not that hard and will net them much better results than I could ever achieve.
-C

 

Offline Mongoose

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Re: Why not NINE mv_xxx.vp files, rather than six?
As amazing as it may seem, I have a Radeon X300 64MB card, and I'm able to run mv_adveffects without an insane amount of difficulty.  I actually find greater slowdowns from those animated beams than the super-hi-res shockwaves that everyone always gives out warnings about. :p My system may pull a stagger-step every once in a while during a mission, but I'm able to get by without too many issues.  At any rate, from an outsider's standpoint, I'd definitely see half as many again VPs as just being too much of a hassle, as well as being a bandwidth issue for the SCP site.  As far as I understand, the amount of polies on a model has little to no effect on its render time; it's the size and number of textures that create the real difference, so extra VPs for models wouldn't make much sense.