17
It's an independant DirectX9 games engine being designed and written by some of the SCP crew, which will be compatible, either directly or through a converter program, with Freespace 2 type models/tables etc.
Check out my music on my YouTube channel :

https://www.youtube.com/user/PRDibble/videos

20
Goober, while your here, would you be able to shed any light on whether large textures or high poly-counts do the most damage to framerates, or would I do better asking Bobb that kind of question/
Check out my music on my YouTube channel :

https://www.youtube.com/user/PRDibble/videos

22
It depends upon the video card... as long as you keep textures at or below 1024x1024 there shouldn't be any problems in that area unless a user's video card has a rediculously low amount of memory. Polycounts have a uniform degradation upon framerate though... If you're looking to make little details, you're better off texturing them in. If you have over a certain amount of textures so that your memory bandwidth is clogged, your framerate will drop significantly, however. Planetside is a great example of a game in which that problem occurs often :p

I may be wrong though. As anyone might be wrong. All you can be sure about is yourself... and even that's a stretch. That's my profound thought of the day.

23
Well, the GeForce 5600 I've got is happy with 4096 textures, but the other computer has a Radeon 9200 on an 8x AGP port, and really doesn't like big textures. Not really a problem, textures can be reduced in size easily enough. I think my best bet is to tweak my stuff so it works on the 9200, that way I'll get maximum compatability ;)
Check out my music on my YouTube channel :

https://www.youtube.com/user/PRDibble/videos

24
Dammit - I'd start begging to use it in TI (TI Staff - I direct your attention to Act 2, missions 14a and 15a - it'd be perfect) but something that damned good deserves a bigger role than we'd be able to give it.

Bloody brilliant man - keep it up.

Flip - As I understand it, the size of the textures kills memory usage rather than speed (of course, if you exceed physical memory and start using swap space that's going to slow you down) but as far as I'm aware, the real speed killer is having multiple texs per submodel.
TI - Coming in 2011 - Promise!
:flag9:
"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T
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