Author Topic: We need 2 sides for low player numbers  (Read 8904 times)

Offline Lusche

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Re: We need 2 sides for low player numbers
« Reply #15 on: August 19, 2018, 07:50:26 PM »
Remove the third country


1/3 of 3d geometry removed from the rendering engine - better performance


This makes absolutely no sense to me  :headscratch:
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Offline Ciaphas

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Re: We need 2 sides for low player numbers
« Reply #16 on: August 19, 2018, 07:52:49 PM »
    This makes absolutely no sense to me  :headscratch:


What doesn’t make sense?




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Offline Lusche

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Re: We need 2 sides for low player numbers
« Reply #17 on: August 19, 2018, 07:59:02 PM »

What doesn’t make sense?




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What I quoted.
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Offline Ciaphas

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Re: We need 2 sides for low player numbers
« Reply #18 on: August 19, 2018, 08:02:38 PM »
What I quoted.

Depending on how the rendering pipeline, culling and LOD are set up. Less geometry = less math, this means fewer server calculations equaling better performance.




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Offline Lusche

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Re: We need 2 sides for low player numbers
« Reply #19 on: August 19, 2018, 08:04:40 PM »
Depending on how the rendering pipeline, culling and LOD are set up. Less geometry = less math, this means fewer server calculations equaling better performance.




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Why would removing one chess piece affect the number of objects to be rendered on your screen? Why would there be less geometry?
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Offline Ciaphas

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Re: We need 2 sides for low player numbers
« Reply #20 on: August 19, 2018, 08:10:44 PM »
Answer me this, how would it not increase performance?

I ask this cause I am drinking captain and miller lite at the moment and would like to have a great place holder to answer tomorrow after the evening festivities have stopped.

This subject deserves a sober Ciaphas.


Cheers!


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Offline Vraciu

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Re: We need 2 sides for low player numbers
« Reply #21 on: August 19, 2018, 08:18:42 PM »
Don’t worry about that rabbit hole.  Two sides = More Action.   
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Offline Lusche

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Re: We need 2 sides for low player numbers
« Reply #22 on: August 19, 2018, 09:07:44 PM »
Answer me this, how would it not increase performance?

Because there would not be less geometry to render just because it's two instead of three chesspieces. You still have the same stuff around you.
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Offline Ciaphas

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Re: We need 2 sides for low player numbers
« Reply #23 on: August 19, 2018, 09:24:14 PM »
If the culling is set up to render 100 miles at 20k feet the extra countries assets will not be there.

Shall I tech you about rendering?


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Offline Ack-Ack

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Re: We need 2 sides for low player numbers
« Reply #24 on: August 19, 2018, 10:05:47 PM »
Performance would not improve by removing a chess piece.

You can try and teach me rendering, I could use a good laugh.
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Offline Ack-Ack

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Re: We need 2 sides for low player numbers
« Reply #25 on: August 19, 2018, 10:08:42 PM »
Kenai showed and proved that 3 sides can and does work in a small arena setting.
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Offline TequilaChaser

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Re: We need 2 sides for low player numbers
« Reply #26 on: August 19, 2018, 10:17:18 PM »
Also, the 2 sides as well as 4 sides has already been tried and tested to not work as great / as well as the 3 side fight...

This dead horse has been  verifibly beaten until it became dust in the wind.....

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Offline Ciaphas

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We need 2 sides for low player numbers
« Reply #27 on: August 19, 2018, 10:25:27 PM »
Performance would not improve by removing a chess piece.

You can try and teach me rendering, I could use a good laugh.


It wouldn’t?

How does Dale handle the rendering?


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« Last Edit: August 19, 2018, 11:03:16 PM by Ciaphas »
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Offline nugetx

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Re: We need 2 sides for low player numbers
« Reply #28 on: August 20, 2018, 03:57:30 AM »
It's logic and common sense.


50 players online

3 sides -  you are on one part of the map and the other 2 sides are on other side of the map, that's 30 players you have no contact with, 30 players you cannot fight against

2 sides - all players are in potential contact with each other

Offline Greebo

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Re: We need 2 sides for low player numbers
« Reply #29 on: August 20, 2018, 06:40:25 AM »
If AH were to go two-sided the only quick way to do it would be to disable the missing country's fields on each MA map, as creating brand new two-sided maps would be a massive undertaking and special event maps lack the necessary strats etc. The disabled fields would still be there, just uncapturable and not accessible to players. So there would be no benefit to frame rates as we would be playing on the same maps.

Apart from the everyone piling into one country issue already mentioned there are other problems I can see that might arise from this arrangement. One would be players hitting fields and strats in the now empty country to get easy points. I could be wrong but don't think there is an easy way to prevent this short of editing the maps to remove all these fields and strats or HT writing new code to make that country's objects immune to damage. Also some of the less symmetrical maps might have balance issues without a third country in the mix.