Street
-
Bob_Marley
- Retired PR Developer
- Posts: 7745
- Joined: 2006-05-22 21:39
The reason we cant have large scale maps with the detail of street is that they lag like hell. IIRC, the amount of stuff on Basra was cut at least twice after its initial release, and those cuts wernt small. From a performance point of view, its just not practical.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
Many thanks to [R-DEV]Adriaan for the sig!
Many thanks to [R-DEV]Adriaan for the sig!
-
ArmedDrunk&Angry
- Posts: 6945
- Joined: 2006-07-14 07:10
-
Katarn
- Retired PR Developer
- Posts: 3358
- Joined: 2006-01-18 22:15
Bob, I'm sure it is very practical to have a large urban map performance wise. We've come a long way in terms of identifying and eliminating performance issues. The main Basrah problem that took us a long to identify were the size of the lightmaps; they were generated on maximum quality and with that many objects, the lightmap size was something in the area of 160mb, which makes it close to impossible for any video card under 256mb to run the map. In fact, with that size of lightmap it is recommended that you have a 512 or 640mb video card.
Now that we know that, it is feasible for us to start making large street-like maps. However, we are focusing on what we believe is the new direction PR should go in - 17sq.km maps. It is unlikely that you will see a very-large urban map in time for v0.7. The only one that may whet your tastes is Rhino's Muttrah City v2.0 which is shaping up nicely.
Now that we know that, it is feasible for us to start making large street-like maps. However, we are focusing on what we believe is the new direction PR should go in - 17sq.km maps. It is unlikely that you will see a very-large urban map in time for v0.7. The only one that may whet your tastes is Rhino's Muttrah City v2.0 which is shaping up nicely.
-
ArmedDrunk&Angry
- Posts: 6945
- Joined: 2006-07-14 07:10
can we have one of these too ?
http://media.skoopy.com/misc/zipline/
http://media.skoopy.com/misc/zipline/
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
-
Bob_Marley
- Retired PR Developer
- Posts: 7745
- Joined: 2006-05-22 21:39
Exelent news!'[R-DEV wrote:Katarn']Bob, I'm sure it is very practical to have a large urban map performance wise. We've come a long way in terms of identifying and eliminating performance issues. The main Basrah problem that took us a long to identify were the size of the lightmaps; they were generated on maximum quality and with that many objects, the lightmap size was something in the area of 160mb, which makes it close to impossible for any video card under 256mb to run the map. In fact, with that size of lightmap it is recommended that you have a 512 or 640mb video card.
Now that we know that, it is feasible for us to start making large street-like maps. However, we are focusing on what we believe is the new direction PR should go in - 17sq.km maps. It is unlikely that you will see a very-large urban map in time for v0.7. The only one that may whet your tastes is Rhino's Muttrah City v2.0 which is shaping up nicely.
Hopefully for 0.8/1.0 we'll get a big urban map for super fun time shotgun usage!
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
Many thanks to [R-DEV]Adriaan for the sig!
Many thanks to [R-DEV]Adriaan for the sig!
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
infact the lightmaps was not just the only problem, was part of it'[R-DEV wrote:Katarn']Bob, I'm sure it is very practical to have a large urban map performance wise. We've come a long way in terms of identifying and eliminating performance issues. The main Basrah problem that took us a long to identify were the size of the lightmaps; they were generated on maximum quality and with that many objects, the lightmap size was something in the area of 160mb, which makes it close to impossible for any video card under 256mb to run the map. In fact, with that size of lightmap it is recommended that you have a 512 or 640mb video card.
the old v0.4 overgrowth was also a huge problem in the map, that was fixed in v0.5 and boosted performance alot, aswell as other little opermizations here and there we have got the map for most ppl in a very playable state. thou some ppl do still complain about basrah not being playable atall for them, when they have a really good system which i cant understand...
as for muttrah 2, keep checking my site for updates on that
http://www.rhinorage.co.uk/
-
agentscar
- Posts: 1266
- Joined: 2007-06-25 04:26
Well....
It seems that the new Al Basrah in v0.6 has satisfied my needs,and yea...The darker lighting and cool road blocks,and extra secured vcp's improve my liklyness of the map.But if it was at Sunset or Night (preferably sunset) I'd FREAK! Happy way.


