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Steel Beasts 5.0 Thread

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Rinix:
https://www.steelbeasts.com/topic/17226-experience-with-intel-arc-gpus/#comment-236242
Information on VulkanSceneGraph: https://vsg-dev.github.io/vsg-dev.io/

--- Quote from: Ssnake ---V5 will no longer use DirectX 9, but the Vulkan SceneGraph.
--- End quote ---

Rinix:
https://www.steelbeasts.com/topic/17226-experience-with-intel-arc-gpus/#comment-236250

--- Quote from: Ssnake ---Frankly, I do not expect Intel to achieve more than barely to keep pace, with a small chance of slowly catching up. They have never shown any interest in computer games, barely any in 3D graphics other than "it's necessary because our customers expect it".
If there is no visible support from top management, rarely will the employees muster sufficient drive to do something extraordinary anyway (the Volkswagen Golf being one notable exception to the rule).

That being said, currently our new engine delivers up to 5,000 frames per second. That level will never be achieved again, so please don't read more into this than is actually justified. As we add more and more fancy elements, there's only one way for the framerate, and that's down. Nevertheless, if we could preserve about 200 fps on a then top of the line graphics card in two years, that might still mean 60 or even 90 fps on an Intel ARC. At this point, it's all but speculation. But there's a non-zero, if small chance that the performance on low-end graphics cards may actually turn out to be quite decent.
--- End quote ---

Rinix:
https://www.steelbeasts.com/topic/17197-fast-or-slow/#comment-236263

--- Quote from: Ssnake ---We got to get the new engine working, write an entire new GUI, replace the network code, develop a new AI, facelift the 3D artwork, and convert all models of the various fire control systems to the new architecture. Once that this is done we can shift our attention to the fancy things again.
--- End quote ---

Rinix:
https://www.steelbeasts.com/topic/17166-fictional-basra-themed-map/#comment-236332

--- Quote from: Ssnake ---First of all, the tiniest "hill" that the current Steel Beasts engine can render is .78m in radius, and .39m in elevation. That's about 30 times higher in resolution than your "5m hill every five meters" example. Second, at some point we's be talking about mole hills which may block an ant's line of sight, but we're not simulating ants, so that level of detail is completely irrelevant for our task, generating valid simulation results. The current Steel Beasts V4 engine can handle road embankments and similarly small detail without problem, the next engine will improve on that even further, but we don't need to become much better because functionally the current resolution limit is sufficient - we'd just like to have nicer-looking infantry trenches and road ditches.
--- End quote ---

Rinix:
https://www.steelbeasts.com/topic/17292-surround-sound/#comment-236991

--- Quote from: Ssnake ---Yes.
With version 5 we'll be introducing a new, more capable sound engine. Until then you're stuck with stereo, unfortunately.
--- End quote ---

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