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      Crs Wants You!   01/18/2019

      CRS is looking for some volunteer live support chat staff.  Are you up for the assignment?  If so,  please send an email with your interest to,  Jobs@corneredrats.com
mingus

64 bit and you soldier!

104 posts in this topic

1 hour ago, xanthus said:

Vis distance is tied to frame rate. Of course...?

Not so. CRS historically had a coding team for the client, and a coding team for the server and network. The game's interaction radius was determined by the server coding team (for the middle years, led by KFS1) in conjunction with management. The vis distance for the longest-visibility units, such as medium altitude aircraft, historically has been equal to the interaction radius.

Quote

 

Interaction list is tied to GPU insofar as the objects with which you're interacting are actually represented as rendered polygons and textures.

 

The interaction list for a given client is the list of units within the horizontal interaction radius, determined for that client and provided to that client via the packet stream; then processed by the client per the prioritization rules. 

Edited by jwilly

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On 2/5/2019 at 5:00 PM, aismov said:

Wait, you mean my plumber doesn't know how to change the coils and adjust the valve timing on my car???

The travesty!!!

The priority is to fix the car!   Absolute priority, get that plumber in there!  Cars have pipes, right?

What could go wrong?

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4 minutes ago, Kilemall said:

Cars have pipes, right?

What could go wrong?

Applies soldiering torch to leaking fuel rail to reseal the connection
Never gets to apply the solder....

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21 hours ago, jwilly said:

Not so. CRS historically had a coding team for the client, and a coding team for the server and network. The game's interaction radius was determined by the server coding team (for the middle years, led by KFS1) in conjunction with management. The vis distance for the longest-visibility units, such as medium altitude aircraft, historically has been equal to the interaction radius.

The interaction list for a given client is the list of units within the horizontal interaction radius, determined for that client and provided to that client via the packet stream; then processed by the client per the prioritization rules. 

I said "vis distance," as in the visible distance rendered by your GPU.

All else being equal, larger vis distance => more rendered polys => lower frame rate. I don't see how anything you said changes that.

Like I said on the last page, if the interaction list is invisible (that is, none of it is actually being represented by any polygons rendered on your screen), then I can absolutely accept that this has nothing whatsoever to do with GPU.

Edited by xanthus

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