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| General Discussion Discussions about Mortal Online |
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#1 (permalink) |
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Member
Join Date: Dec 2009
Location: England
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I AM SUGGESTING MY OPINION
IMPLEMENT IT! Ive heard that the Devs are thinking about implementing SpeedTree, I have personally created a game with the Unreal Engine and I implemented SpeedTree (Video below), I came across no problems at all and I have to say its a very nice feature, I really dont see why they cant implement it, although they have been working on their own trees for a long time the trees given in SpeedTree are very realistic and are somewhat easy to make. Here Is a video of what speedtree is, for some of you who dont know what it is. http://www.youtube.com/watch?v=g10NDl6HdD4 Here Is a video of my own Map I made with the Unreal Engine, If some of you dont believe me http://www.youtube.com/watch?v=cUrVszvDSMU Last edited by Tubbly : 31st August 2010 at 16:23. |
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#4 (permalink) | ||
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Senior Member
Join Date: Mar 2009
Location: Austria
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Quote:
Srsly, do you believe implementation in an MMO is that easy? you have to take into account bigger battles with 100+ people which should be possible at some point.
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#5 (permalink) |
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Junior Member
Join Date: Dec 2009
Posts: 216
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Common guys, speedtree isnt new technology, just cus theyre going to be using ST5 doesnt mean its got to have high poly count trees, infact ST uses clever techniques and so a higher detailed tree will probably have a lower poly count a be graphicaly nicer than what is ingame currently.
For an example Dark ages of camelot used Speedtree 3 from their 3rd expansion onwards and that was a seamless openworld and battles were with hundreds of people. Just cus theyre using ST5 doesnt mean they have to use it to make the trees and foliage look as nice as they do in a limited zoned 1 player game, but it should give them the scope to make things better looking and better performing than they are now. Simply put theres no reason not to use ST5 over current models IMO, just dont expect the trees to look as good as those in 1 player vids, but expect them to look better than whats in now. |
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#7 (permalink) |
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Join Date: Feb 2010
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Given that the trees are pretty static, does it really matter? Why not just make it a clientside effect, surely they don't have to have sync tree swaying? If it's a performance hit for someone can't they just tone down the quality until it resembles what we have now? |
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#10 (permalink) |
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Junior Member
Join Date: Aug 2010
Location: Morin Khur
Age: 28
Posts: 137
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Speed Tree was tested before, and removed because of the huge impact on fps at the time. Now things have changed (optimization, better textures, etc), and they will be evaluating it again.
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#11 (permalink) | |
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Veteran Member
Join Date: Apr 2008
Location: Quebec
Posts: 5,130
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In Age of Conan, with video options, we can choose draw distance of peoples, npcs, if the grass will move or not, dx9 or 10, tons of stuff. Now, I don't agree with options that give you an advantage over other peoples if you have a better PC like the distance at which you can see other people but we could certainly get more options about the graphics quality. |
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#12 (permalink) | |
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Junior Member
Join Date: Feb 2010
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Quote:
soo many things wrong with this...
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#13 (permalink) |
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Programmer Guy
Join Date: Mar 2009
Location: Ottawa, Canada
Posts: 1,818
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Using SpeedTree in a world like your small UDK map, and in a huge environment like that in MO are VERY different things. There can be dozens and dozens of trees on screen at any given time. You will also never get ST trees to come close to the performance of static meshes. First, they're going to be far higher triangle/poly counts because of the way the leaves are rendered. Second, they're skeletal and not static, with dynamic animation. Third, they're lit differently and lighting/shading costs a lot more on a speedtree than a static mesh.
ST WILL have a bigger performance hit vs the current trees. SV's job now is just determining if that performance hit is worth it in the end. But damn, it's REALLY not as easy as you make it sound. Making a map in the UDK is a very different thing. I mean, the Nave map when all streamed would be bigger than the entire map grid in the UDK. |
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#14 (permalink) | |
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CEO
Join Date: Apr 2008
Posts: 895
Rep Power: 15
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Quote:
As Ive mentioned before, this is not a game running on UE3 only (UE3 renders the visuals). It is a MMORPG, I cant stress that word enough, everything have to work with a large scale non instanced, seamless world, and yes support thousands of trees, objects, players, animals, etc. Everything we add into this game need to be be used in a proper way or you will get 5 fps to an instant client crash. But like we said in the Epic update, we will now be able to evaluate latest speed tree, which Epic Games US have integrated into the UE3 build we will be using now. Which means it will be at least 10 times more efficient with ST than our current build we are moving from. So we are very excited to see if it will be enough to use ST 5 in a large scale. Like we can see from your example game it is alreadyrunning in a very low fps, or its just a low end computer? That in a small map 1 player with some enviroment. If we were to add a terrain that cannot be fit on UE3 orginal grid (insane size), add a few hundreds creatures, resource nodes and lots of scripts/codes linked to game features and about 20 players on the screen and see what happens. Now we may to get to grasp what a MMOrpg does more than running a smal - large map. We have still not even got to add a network solution to handle real players above 200 and traffic between them, codes server and players. What you can do in a small scale game similar to this example game is that you can allocate all the memory on the level and all usage of all objects/units, thats very very hard in a mmorpg like MO, if you want things in the game to look diffrerent that is. Your example game looks good thou keep it up! Edit* Ad Paratus, just saw you were in before me.. but oh well
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#15 (permalink) | ||
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Join Date: Dec 2009
Location: England
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Quote:
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but yeh.. :P I may have gone wrong about this actually, I never really thought about the user's fps rofl. I see what you guys mean, Im not sure on this but are you currently streaming levels? If your not, wouldnt that help reduce the lag? *so ive heard* Thanks! Last edited by Tubbly : 31st August 2010 at 18:52. |
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#16 (permalink) | |
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Member
Join Date: Apr 2009
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Well even if you can't use speed tree, you say the new patch from epic makes your build more efficient. Does that mean that you can update the trees even without speed tree to nicer ones ?(more cost then current trees, less then st5)
I really don't care if you use speed tree or not, only that some of the trees look a bit better
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#17 (permalink) | |
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Senior Member
Join Date: Oct 2008
Location: Spain
Posts: 3,979
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From the under development section:
Quote:
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-Can a man still be brave when he's afraid? -That's the only time a man can be brave... |
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#20 (permalink) | |
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Programmer Guy
Join Date: Mar 2009
Location: Ottawa, Canada
Posts: 1,818
Rep Power: 15
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I believe it's mostly a matter of time. They can place grass, but it has to be placed with volumes manually, by hand. I guess it's Andreas who just needs time! |
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#22 (permalink) | |
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Senior Member
Join Date: Jul 2009
Posts: 2,079
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Quote:
They got rid of it after being in for only a couple weeks. |
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