Main Performance List

The land-based version of Allegiance, under construction.
Hockfire
Posts: 196
Joined: Wed Aug 01, 2007 7:19 pm

Post by Hockfire »

Polycount


Memory


CPU
Last edited by Hockfire on Sat Feb 09, 2008 8:31 pm, edited 1 time in total.
radruin
Posts: 314
Joined: Mon Nov 13, 2006 11:55 pm
Location: North Carolina, USA

Post by radruin »

Um. What?
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QUOTE (Cadillac)Does that mean that dying is effectively a perma-ban from the "Life" server?[/quote]
the_dare
Posts: 481
Joined: Sat Sep 15, 2007 11:10 pm
Location: Bath, UK

Post by the_dare »

looks good but i think the poly count of everything except bases and caps should be increased!
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radruin
Posts: 314
Joined: Mon Nov 13, 2006 11:55 pm
Location: North Carolina, USA

Post by radruin »

Dare, what is this?

EDIT: and STOP ending all your sentences with ! please.
Last edited by radruin on Thu May 01, 2008 6:13 pm, edited 1 time in total.
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QUOTE (Cadillac)Does that mean that dying is effectively a perma-ban from the "Life" server?[/quote]
the_dare
Posts: 481
Joined: Sat Sep 15, 2007 11:10 pm
Location: Bath, UK

Post by the_dare »

the polycount one is a guideline for how many polys that type of model should have. second one is textures i think and third one is an estimate on cpu requirements i believe.
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Hockfire
Posts: 196
Joined: Wed Aug 01, 2007 7:19 pm

Post by Hockfire »

OK people:

1º Graph is the Polycount counter.
This shows were our models are in the polygon range (red areas are were the model's polygons situate).
Warning: They are not Guidelines. They are Facts. There are very very few models by themselves (as without turrets or any other FX) that overpass 6K. The maximum polycount can, obviously, raise up, if needed.

2º Graph is the Memory (RAM) counter.
This one shows how high are the textures of different parts of the game (and, thereby, calculating what will be the load of RAM usage). I know the "Expected" line shows 2048x748 px, but since we decided to stick by "Power of 2" textures, I'll change it in a few minutes.

3º Graph is CPU Load counter.

This one shows the CPU Peak and Time when a certain part of the game is loading or running (as, for example, in an Athlon 1.800 Ghz, the "Game Boot" part of the graph could, after testing, show that the Quantu's Game Boot makes the CPU go 80% and takes 3 minutes to load to the main page). "Time" and "CPU" are different graphs in the same image.

All this info put togheter can provide us a:
Information Panel (for keeping the track)
-A:
Tweaking dashboard (for fixing up Resource consumption problems)
-And a:
System Requirements Page (in a near-future Quantus Website)

Hope that clears up the fog /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Cadillac
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Location: London, UK

Post by Cadillac »

System requirements is a long way off, but good foresight.
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the_dare
Posts: 481
Joined: Sat Sep 15, 2007 11:10 pm
Location: Bath, UK

Post by the_dare »

memory requirements must be no greater than 4gb out the max! otherwise win32 will not run it!
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madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

i think you will want to have it somewhere much much lower than that, given not everyone has 4GB of ram to play with... anyone with a graphics card or any peripherals running a 32bit OS won't be able to play without having most of the game on their HDD in a page file.
the_dare
Posts: 481
Joined: Sat Sep 15, 2007 11:10 pm
Location: Bath, UK

Post by the_dare »

i was just saying that 4gd is the max memory usage!
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