4k Urban

General discussion of the Project Reality: BF2 modification.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: 4k Urban

Post by Brainlaag »

Ramiel is a 2km map.

A 4km urban map would kill any performance, making it most likely unplayable even after the best of optimization. Not even the 2km city maps we have are completely composed of buildings.
Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: 4k Urban

Post by Web_cole »

Pretty sure there is a hard object limit which you'd run into before you populated a 4km map with buildings. You'd have to ask an actual mapper, but I suspect that'd be the case, or even if you could manage it, it would probably be a really bland empty looking city.
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Rudd
Retired PR Developer
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Joined: 2007-08-15 14:32

Re: 4k Urban

Post by Rudd »

an urban map spanning 4k would need to be the most optimised environment ever in the history of BF2.

You'd have to space out the buildings tbh, making it feel a bit strange in order to keep a low object density.

The huge number of objects would have issues for the server, as it would be loading alot of colmeshes, and issues for the players because of the huge number of lightmaps. Ramiel required optimising to make it work as it is, 4k urban environments could theoretically work in BF2, but it would require tailor made objects and alot of optimisation with sacrifice of realism to keep the requirements low enough for server and client.
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Psyko
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Joined: 2008-01-03 13:34

Re: 4k Urban

Post by Psyko »

Rudd wrote:an urban map spanning 4k would need to be the most optimised environment ever in the history of BF2.

You'd have to space out the buildings tbh, making it feel a bit strange in order to keep a low object density.

The huge number of objects would have issues for the server, as it would be loading alot of colmeshes, and issues for the players because of the huge number of lightmaps. Ramiel required optimising to make it work as it is, 4k urban environments could theoretically work in BF2, but it would require tailor made objects and alot of optimisation with sacrifice of realism to keep the requirements low enough for server and client.
Is it the same if the view distance is lowered?
Rudd
Retired PR Developer
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Joined: 2007-08-15 14:32

Re: 4k Urban

Post by Rudd »

view distance is about objects rendered at any given time, if you filled a 4k map with objects, that isn't your primary concern imo. Yes you have to think about it, and certainly if you want a detailed city you gotta lower the VD, but the more detailed it is the more lightmaps there are, the more variety of objects, the more meshes loaded...the main concern is RAM imo for a 4k urban map - too much ram requested = crash, too many col meshes = server cannot handle it.
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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: 4k Urban

Post by rodrigoma »

even if it was possible to make such map, i dont think it would have great interest and gameplay diversity and fun for the effort put into it
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: 4k Urban

Post by Murphy »

What if a modeler could turn multiple statics into one larger static connected below the terrain? Could that lower the ram usage by tricking the game into loading larger chunks of statics, as well as be less demanding on the lightmaps?

Just a thought, I've no skills in modeling or coding so I'm just talking out my *** here really...
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saXoni
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Joined: 2010-10-17 21:20

Re: 4k Urban

Post by saXoni »

I like it when you talk out of your ***, Murphy :)
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: 4k Urban

Post by Rudd »

Burning Sands is very demanding also...though I might be working on something in my spare time using alot of ideas on being more optimised...

a city 1K in diameter is pretty good for a game as old as BF2 imo
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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: 4k Urban

Post by BroCop »

2 words:
-Fallujah
-Lag


Although I have read somewhere that making a city block completely as a model is less demanding than a block made out of a bunch of statics (and also the main reason lego buildings are not to be used for future maps)
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: 4k Urban

Post by Pvt.LHeureux »

Murphy wrote:What if a modeler could turn multiple statics into one larger static connected below the terrain? Could that lower the ram usage by tricking the game into loading larger chunks of statics, as well as be less demanding on the lightmaps?

Just a thought, I've no skills in modeling or coding so I'm just talking out my *** here really...
saXoni wrote:I like it when you talk out of your ***, Murphy :)
Funny because this is EXACTLY what Outlawz did on his Saaremma map to reduce lag with the trees, so yeah that could work out.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
DudeofDeath
Posts: 68
Joined: 2008-06-08 22:53

Re: 4k Urban

Post by DudeofDeath »

What ever happened to Bagdad? That was cool..


Bagdad Promo
Arnoldio
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Joined: 2008-07-22 15:04

Re: 4k Urban

Post by Arnoldio »

If you make itlike a desert storm, really low visibiltys, it could work. :D
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Orgies beat masturbation hands down. - Staker
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: 4k Urban

Post by Pvt.LHeureux »

Arnoldio wrote:If you make itlike a desert storm, really low visibiltys, it could work. :D
Stop! This is too awesome :D
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: 4k Urban

Post by sweedensniiperr »

yeah a "ghost town" with really dense fog you can only see 50m ahead of you
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Rudd
Retired PR Developer
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Joined: 2007-08-15 14:32

Re: 4k Urban

Post by Rudd »

I think you are again forgetting the RAM requirements of all those lightmaps and the server load with all those objects and colmeshes ;)
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CommunistComma
Posts: 377
Joined: 2009-12-28 21:52

Re: 4k Urban

Post by CommunistComma »

Plus merging that many models in a non-reusable fashion would require a lot of disk space, and about a million hyperbolic hours of mapping and optimization.
Dulce et decorum est pro patria mori
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