Raap -> RE: Future of the series (2/9/2011 2:28:36 PM)
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quote:
ORIGINAL: Kayoz quote:
How could that be if the CPU wasn't having huge problems drawing the graphics? It could come from a great number of areas. If you aren't watching something happening, most developers will take shortcuts and approximate. Does it matter exactly who does what in one of the dozens of simultaneous pirate battles? Does it really matter in the long run if they approximate results of the combat, or run it second-by-second? You might be right - I really don't know. But you're stating your assumptions and guesses as absolutes. You state that hardware acceleration WILL make DW run smoothly - but you have no evidence to support that assumption. Inefficiency could be in many places - and you're looking at causality where there's no definitive link. Here's an example: In 1949, Dr. Sandler claimed that polio was linked to hot weather and ice cream consumption. If you looked at polio infection rates, they followed the ice cream sales quite closely. So since most victims of polio were kids - then they logically assumed ice cream consumption and polio were linked. Sound silly? Perhaps - but what they did - looking at the data and seeing a causal link - is exactly what you're doing. I see what you're saying, and I'd probably be annoyed discussing with me seeing how stubborn I'm being on this subject. I've seen no evidence of approximation in combat though; you can usually always notice those things, since the combat won't have proceeded as you'd expect. In most games you'll usually lose a lot more units than you would controlling it manually, and sometimes you'll lose less. That's not the case here, as when I send my ships on attack missions without watching them everything still goes as planned. I also think it would be rather difficult to manage combat simulation in a real-time game where combats aren't a separate event. Not sure I can think of any games which do that, actually. All the games I recall with that feature are turn-based. Well, except for the X-series; those games do simulate the Out of System combats, but they also use separate sectors as 'levels'. And I expect it's as much from having to worry about pathfinding and collision detection as anything else. It's also *very* noticeable, as in combats don't go at all as you'd expect when in the system. Distant Worlds has an easier job there with the simple pathfinding and no collision detection, though. Anyway, I suppose that would be something to ask the devs about, but it's also not really relevant to several of the other examples I brought up, like having poor performance when scolling over the larger sprites while having the game paused. So yeah, I'm not going to claim that global warming is caused by the dropping number of pirates in the world, even though they correlate very well, but I do believe GPU acceleration would have a huge impact on this game's performance.
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