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Steel Beasts 5.0 Thread

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Rinix:
https://www.steelbeasts.com/topic/4546-steel-beasts-content-wish-list/page/343/#comment-241238

--- Quote from: Ssnake ---At this point, TBH, I want to leave the V4 engine largely alone, and focus on the V5 engine development. There are many things that hold us back - DirectX 9 being an obvious part - so ... in a nutshell, we could give the whole building a lick of paint, but at some point you have to acknowledge that paint isn't the problem, but the walls.
The V4 engine is essentially a dead end. It probably looks okay-ish for another two years or so, but every day a programmer spends on embellishing V4 is a day he doesn't work on V5. Not only does that prolong the V5 development time. Almost every new feature that we develop for V4 also needs an extra effort to be converted to the new engine. Not only would we be slowing down the important work by opportunity cost, we would also increase the workload.
--- End quote ---

Rinix:
https://www.steelbeasts.com/topic/17731-whats-your-fps/#comment-241510

--- Quote from: Ssnake ---There are no guarantees. Generally, last year's high-end graphics cards fare better than this year's mid-tier ones (e.g. any model with a ...70 or higher in its name from NVidia, or the corresponding counterparts from AMD) will usually fare well. The ...60s, even "Ti" variants, will work fine most of the time if you're willing to reduce level of detail, the ..50 models, well, if that's your budget limit, be ready to reduce screen resolution and details.

In SB Pro, depending on the scenario, the CPU can become the bottleneck. This is not a call to go for the highest performing single-thread processor on the market! Rather, maybe some scenarios are overly ambitious because people like to push the envelope when making them. If there are enough enemy forces in close proximity, line of sight calculations will kill pretty much any system simply because their computational demands scale exponentially.
And while SB Pro in its current form is a single-threaded application (and will remain so until version 5 comes along), there are parts of the game that are, indeed, using multithreading. This will become noticeable in scenario loading times.

So, I think that any CPU that is recommended for your choice of graphics card will do fine; if in doubt, go for the fastest processor with the most cores that still ist at ca. 65W thermal design power. A few years ago my sweet spot was a 16 core Ryzen. Beyond that point (Threadripper, i9, ...) their prices go up steeply, as do the cooling requirements, and the resulting noise pollution in your computer room. These are also factors that should be considered. I really don't want to have to use noise-cancelling headphones while playing a computer game, and install an AC unit to shed the waste heat. As it is, the 65W from that Ryzen are exactly at the edge between "performant enough" and "heating up the office in an annoying manner".
--- End quote ---

Rinix:
https://www.steelbeasts.com/topic/17776-template-creation-question/#comment-241892
This is in reference to the future increasing of the maximum number of slots in a unit template:

--- Quote from: Ssnake ---Not in V4; the unit IDs fit into some specific integer byte length; changing that means changing everything. Features that require tho "change everything" are reserved for V5+.
--- End quote ---

Rinix:
https://www.steelbeasts.com/topic/17818-vehicle-crew-models/#comment-242420

--- Quote from: Ssnake --- It's not very complicated, actually. The helmets on each character have a certain protective value, "armor thinckness" if you will, that's matched against types of small arms projectiles. A "9mm" rated helmet might stop a rifle bullet at long ranges, if it hits the helmet-covered area. That's all part of what we do.
But there's vehicles were we have 3D characters representing vehicle crews, and there are older vehicles where they are a box inside the turret/hull. here it gets a bit more complicated. As they are on the way out, I'll spare you the details.
--- End quote ---

Rinix:
The TPD-K1 sight for the T-72B3 will have its behavior fixed in version 5.0: https://www.steelbeasts.com/topic/17857-t-72b3-gas-tpd-k1-elevates-when-reloading/#comment-242861

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