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Server Admins  |  General Category  |  Geek / Games Discussion  |  Understanding how games can be so detailed and not be so laggy
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Author Topic: Understanding how games can be so detailed and not be so laggy  (Read 5581 times)

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Offline KT 💣 KλBoƠM

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Understanding how games can be so detailed and not be so laggy
« on: January 02, 2024, 12:21:37 pm »
I found this interesting:



So from what I understand, having more big objects are good as they occlude what is behind it. That is why cities and mountains are great.
« Last Edit: January 02, 2024, 12:25:21 pm by KT 💣 KλBoƠM »
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Offline Sandman[SA]

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Re: Understanding how games can be so detailed and not be so laggy
« Reply #1 on: January 02, 2024, 08:40:54 pm »
I know 7d2d uses some of these features.  What I have learned from modding POI's, is they have .mesh files for almost everything.  These mesh files are low poly copies of the actual, fully rendered objects or structures.  As you get closer to them, you see everything change from low to high poly.   And back again as you move away.  It works fine when you're on the ground.  But if you take to the air, it gets a bit clunky.  You can reduce your FOV range to help counter the slow draw issue.  But then you can't see as far.
« Last Edit: January 04, 2024, 08:25:13 pm by Sandman[SA] »


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Re: Understanding how games can be so detailed and not be so laggy
« Reply #2 on: January 04, 2024, 02:34:06 pm »
I know 7d2d uses some of these features.  What I have learned from modding POI's, is they have .mesh files for almost everything.  These mesh files are low poly copies of the actual, fully rendered objects or structures.  As you get closer to them, you see everything change from low to high poly.   And back again as you move away.  It works fine when you're on the ground.  But if you take to the air, it gets a bit clunky.  You can reduce your POV range to help counter the slow draw issue.  But then you can't see as far.

Ah yes I have definitely noticed that :) but now I understand why :)
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