Models vs. Performance

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Sircameron
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Re: Models vs. Performance

Postby Sircameron » November 3rd, 2012, 11:29 pm

You can always divide your maps up.. i.e instead of 1 map being the entire town make multiple maps for "town"-"east/west/north/south" maps.. Then use teleports to/from each of them.. Same with buildings.. Yea you'll have more loading screens but performance will be better.. That way instead of having 100 models on 1 map you could have 25 models on 4 maps.. Might as well make good use of the teleport system.

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Runescapedj
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Re: Models vs. Performance

Postby Runescapedj » November 5th, 2012, 1:29 pm

Yes, let's make a forest which you walk through in 10 seconds from 1 loading screen to the other
Or you'd have to make it less detailed or for better pc's, I think it really is important to make models change to less detailed versions when farther away, I hate loading screens, it kills the speed of a game and throws you out of the world you were in
I understand it for a big city or a new part of the map, but multiple maps in 1 city/area?

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Sircameron
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Re: Models vs. Performance

Postby Sircameron » November 5th, 2012, 8:57 pm

You can always texture walls to give the illusion of heavy forests, buildings, landscapes.. To lighten the load.. We do have animated textures..

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kddekadenz
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Re: Models vs. Performance

Postby kddekadenz » November 10th, 2012, 1:03 pm

I agree on RunescapeDJ. Loadingscreens should be very rarely.
Kelgar is an advanced RPG beeing developed in Sandbox

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Runescapedj
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Re: Models vs. Performance

Postby Runescapedj » November 11th, 2012, 1:40 pm

Thanks kdd, but unfortunately it is many loading screens or much less models, I don't know what you should choose... many loading screens takes away the feeling of being in 1 world, while much less models make the game look less good...
Sircameron: I think textured walls could only be used when you can't reach them, so that you don't see that they are just textured walls (so only for really far away), else it would look extremely ugly


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