Jump to content

Can We Not Have Any Water In Solaris Map?

Maps Gameplay

20 replies to this topic

#21 IIXxXII

    Member

  • PipPipPipPipPipPip
  • 220 posts

Posted 18 May 2018 - 02:56 PM

View PostRelativeQuanta, on 17 May 2018 - 07:51 PM, said:


No, this isn't the case either. Running the culling algorithm is already a net savings. Then there are thousands of things that the culling algorithm is checking. A water plane is just one of those things to check and its even simpler than the majority of the stuff like lamp posts that you push over with your mech. The time cost savings would negligible.


I'm thinking water could have the potential to be resource intensive due to it being a reflective/transparent surface rather than a textured surface like a lamp post. AFAIK reflection and transparency are more intensive from a computational perspective.

Looking at Solaris City there aren't many polygon faces or curves. It should run at higher FPS. There is a decent chance lack of optimisation is at fault here with unnecessary water planes not being removed.





5 user(s) are reading this topic

0 members, 5 guests, 0 anonymous users