Originally posted by GScholz
Camo, what he is saying is that if you have a 1024x1024 texture wrapped around a large object you get a lower visual resolution than if it was wrapped around a small object. Every pixel covers more of the model. In practical terms this could for example be the use of only one texture to cover the enitre fuselage of a B-17 as opposed to using several texturemaps, each covering a section of the fuselage. The texturemaps are the same size, but the size of the area they cover determine how good they look.
I understand this, but I dont think he was talking about that. Both games feature WW2 planes, therefore the object sizes are practically similar in each game. Therefore, no practical difference in texture resolution between FB and AH2. Right?
Of course, a B17 and an Me163 have huge size difference, therefore the Me163 would appear to have more detail. Both in AH2 and in FB. I dont think this was the topic of the discussion?
Originally posted by GScholz
Bandwidth
I dont think network bandwidth, as such, is the reason. I think it is about the network code. The AH network code is the best I've seen in any game. There are practically no connection issues, warping, etc. Even though FB has good network code when compared to other boxed sims, AH wins FB hands down. On the other hand, if you compare AH H2H and an 8-player FB server, there is not much difference in the connection quality.
What it comes down to is the dedicated server. AH has a centralized server, which enables the hundreds of players. FB is limited to 32 players, even when using the limited dedicated server software. It basically is just a light non-graphical FB to enable people to have servers without having to run the CPU intensive full game.
I think the AH server software is the key issue. All this must have to do with the network code optimization and using the server CPU power to calculate and "predict" the vectors of all the planes. There was some discussion earlier about the AH servers. I'm not an expert on servers, but I believe the AH servers pack some serious computing power. Probably because it takes a lot of CPU cycles to calculate the networking stuff.
Now, back to the graphics issue. More intensive graphics in AH2 would mean less CPU power left for the networking code. But if most of the networking is calculated at the host, then what is the problem? Is the FB graphics engine simply just so much superior to the AH2 engine, capable of running much better graphics with much slower computers? What do you think?
I think, if FB would have AH's network code, that would be quite a combination.

Camo