Author Topic: Biggest ship  (Read 14311 times)

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Offline Legate Damar

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50 km is the biggest I would ever consider using but probably not

 
a death star probably O,o for a dead star trench run... is about the biggest I think can be "SOMEHOW" fun, but pretty much that means it actually is just a terrain filled with turrets...

 

Offline Legate Damar

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Has FotG made that model yet?

 

Offline Nuke

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a death star probably O,o for a dead star trench run... is about the biggest I think can be "SOMEHOW" fun, but pretty much that means it actually is just a terrain filled with turrets...

somone did that.

i decided after i made the dante (really its technically not done yet, but i kinda got bored with modding), and realized it took a couple minutes to fly from one end of the ship to the other, and longer to navigate the loop (the interior was meant to be a descent homage, complete with shivans with arm gun thingies), that big ships are not that fun. and when you make the player wait long periods of time to move from one turret to the next the game gets rather un-fun. thats not even bothering with trying to dodge the shotgun flak and the multiple racks of bfreds.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Legate Damar

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The Dante isn't done? But it was in Blue Planet

 

Offline Nuke

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wait what? it didnt even have lods.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline yuezhi

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how big is this one?
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Offline General Battuta

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how big is this one?

It's a background image/skybox

 

Offline JGZinv

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*takes out tape measure*

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Offline HAZARDLEADER

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Yeah I had a plan for one also, but its a few years off. I still have to learn an ass load of freding and technology has to improve enough to be able to run BOE missions on the worst computers, without lagging out. So yeah if you can do that now, more power to ya.
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Offline Woolie Wool

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Technology will never improve in that way because people will just build more detailed ships to use up the additional processing power, not to mention the CPU bottlenecks involved with tracking all the objects.
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Offline Droid803

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we can run retardedly massive BoEs with retail ships/effects just fine (until we hit hardcoded projectile/object limits).
but I would much rather have normal missions with hi-poly ships and all my shiny particle effects.
(´・ω・`)
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Offline jr2

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We need dynamic graphics detail levels tied to FPS counts.  Have detail settings drop one notch every 5 FPS below 25 FPS, and go up one notch every 5 FPS when it goes the other direction.


... Ya, right.  :lol:  Just a random thought; take it with a tablespoon of salt.  ;)

 

Offline Droid803

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That's probably a horrible idea as the only sane implementation of that relies on LODs, and some LODs just aren't designed to be actually seen as they look hideous (but are fine when they're tiny in the distance), or forces everyone to go back and re-make LODs for everything. Possibly prompting people to forgo making LODs altogether rather than making sure there are poly reduced LODs which still look acceptable up close.

I know I'd just go "to hell with LODs" if I couldn't just use an optimize script for LOD2-4. :P
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Offline AndrewofDoom

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I follow the "To hell with LODs" philosophy myself. If your computer can't handle my models (which are like 3,000 polies on average for a fighter and 12,000 polies for capships with turrets included), it's time for an upgrade.
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Offline General Battuta

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We need dynamic graphics detail levels tied to FPS counts.  Have detail settings drop one notch every 5 FPS below 25 FPS, and go up one notch every 5 FPS when it goes the other direction.

... Ya, right.  :lol:  Just a random thought; take it with a tablespoon of salt.  ;)

Do you want to know why this won't work?

 

Offline The E

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There are techniques over in console-land where the effective render resolution can be adjusted dynamically based on the previous frames' render time.

However, as almost all tests have shown, FSO is not bottlenecked by GPU performance in most scenarios (indeed, you'll probably see your GPU idling a lot per frame), but by CPU performance. So our optimization efforts are centered on getting the code that isn't run on the GPU to run faster.
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Offline General Battuta

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Exactly. Reducing detail isn't gonna help you when you have just as many collision pairs.

 

Offline Killer Whale

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FSO is not bottlenecked by GPU performance in most scenarios
*cough* Integrated Graphics *cough*

 

Offline HAZARDLEADER

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Technology will never improve in that way because people will just build more detailed ships to use up the additional processing power, not to mention the CPU bottlenecks involved with tracking all the objects.

Not in a couple of years. But in fifty years probably, if we haven't blown our selfs up by then :/
...and from the depths of hell I return with gifts;  one-hundred bucks and a bottle of booze.