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General Chat / Re: ARE YOU SERIOUS KODEN????????????????
« on: Friday, October 04, 2013, 13:01:23 PM »
100% agree with Koden. Good work mate.
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There is a way... Original texture + LightMap + Combiner = High-Quality Static Shadow on SM. Sometimes, people use Projector - more expensive...
...I was mostly talking for AA. I know quads are kind of the bare minimum for modern games. As far as UE2 is concerned, 1 core or 16... doesn't matter. Often, AA won't even use 100% of your CPU before FPS drops. I don't know if it's cache or something else that slows it down......
Well, good Gaming PC is not only because of multiple CPU cores and believe or not, but dual-core or higher in these days is standard... You should know this better than that - like you I am a computer scientist. As for 'newer games', you're wrong - especially when it comes to impact on the performance by game content.
Yeah, but height polygons SM will have the same effect... Besides, conversion of BSP to SM entails a deterioration of visual quality (shadows, lighting...). Generally, in such cases, is used ShadowMap, but probably AA2.5 engine doesn't support it. There is many more aspects, but we are already Off Topic.You're talking about per-vertex shading on meshes in UE2 which is correct. It looks hideous. This can be overcome with some clever lighting practices. BSP has higher quality "baked on" shadows and better collision but meshes render faster. It's a balance.
True: it's not about the HD space - it's about the performance. AA3 maps are more complex (static meshes are more detailed, textures with higher resolution, sounds with higher quality etc.) and this will have direct impact on......those people.
I not worried about me, my PC is one level up than Hi-End, but for most people even the middle-high end pc is beyond the reach.
but they will probably not be played
It was a real fun challenge to make mAAp Pipeline. Nobody wants to play it? That sucks but I'll still work on it.