Anjian, on 11 May 2015 - 12:56 AM, said:
That is what exactly optimization is. You don't have to draw that much polygons when you can achieve it for less. Optimization is about proper allocation of the total polygon budget. It is not a silver bullet but carefully planned degradation, done so seamlessly you don't notice the magic.
For example, you don't need 10,000 polygons on the mech in your screen all the time. If the mech is rendered as something at a far distance away, you can degrade the number of polygons to lets say, less than a hundred, or even less than fifty. You won't tell the difference if the mech is described as a far object. Heck, since in combat, all the mechs are seeing are going to be some distance away and are relatively small to your eyes, they can go with much less. The only time you probably need 10,000 polygons is when you are examining and gloating at your mech in the Mechlabs. With a lower polygon count on the battlefield, you can display multiple mechs. Zooms will increase the polygons you see obviously, but it also drastically cuts down the number of mechs you see in your field of view. Mechs not in your field of view are simiply not rendered.
World of Tanks boasts some 8,000 to 100,000 polygons on their new tank HD models, but this is not what you are going to see in the battlefield. You will probably see all that 100,000 polygons in their HD glory when you are viewing your tank in the workshop.
Occlusion and hidden surface removal are done at the engine level, e.g. Cryengine code for MWO. WoT wrote their own game engine, and are not drawing 100,000 poly tanks on low end DX9 systems. It's far easier to rewrite the hidden surface algorithms when you wrote them yourself, rather than relying on a purchased engine.
And I would rather have them fix things like hit registration then spend time on rewriting the rendering engine. People already complain about the lack of detail on mechs, something that was better in closed beta. But it was 8v8 then, larger maps and 12v12 pushed that level of detail down. Something that will "fix itself" if we could get to DX12 and could bring back the better damage modeling.