I'm pretty sure my computer will end up becoming the low standard. If it runs on this pos it'll run on dos. On Fri, May 8, 2009 at 12:11 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Hey thats an idea Matt... > > if animation takes a lot of CPU time we could have an animation quality > setting which would set the max instances of the animations higher or lower. > > Neat idea (: > > > On Thu, May 7, 2009 at 10:06 PM, <mattthefiend@xxxxxxxxx> wrote: > >> Sounds awesome to me! Its nice to be able to scale down graphics as well >> for slower machines. >> >> Sent via BlackBerry from T-Mobile >> >> ------------------------------ >> *From*: Alan Wolfe >> *Date*: Thu, 7 May 2009 21:59:16 -0700 >> *To*: <project1dev@xxxxxxxxxxxxx> >> *Subject*: [project1dev] Re: Animation LODing >> Oh and we can do this in our game too if we need to as a preformance >> optomization later on (: >> >> On Thu, May 7, 2009 at 9:41 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> Ok so for those of you that don't know what LOD is, it stands for "Level >>> of detail" and in essence means that when things are farther away, or less >>> noticeable in some way, that you use less detail cause nobody notices, and >>> that saves you processing power and memory. >>> >>> For example, objects that are farther away (models, mountains, etc) use >>> less polygons when they are far away since you can't tell the difference at >>> a great distance anyways. >>> >>> It makes everything way nicer. >>> >>> >>> Anyhow...So animating models is expensive (takes a lot of CPU power). >>> >>> Today i learned something really bad ass, an animation LODing technique. >>> >>> >>> So what the deal is, is you declare up front how many of a specific type >>> of animation are allowed to run at once. >>> >>> So like... if you have 10 people all walking around using the same >>> animation, normally you'd have to pay the cost of processing that same >>> animation 10 times. >>> >>> >>> The LOD technique is to say "only allow 3 maximum instances of that >>> animation to happen at once". >>> >>> So what that does is only process 3 animations but have multiple people >>> use the same processed animation data. >>> >>> If you set it to only 1 maximum instance, everyone would animate and walk >>> in unison which is really crappy, and if you do too high a number maximum >>> instances, too many people are animating and it eats up a lot of CPU. >>> >>> So you basically find the balance and say "well its hard to tell that >>> they are sharing animations if you do 3 max" and then you have your magic >>> number, and the game runs faster. >>> >>> It's kind of cool... just wanted to share it with everyone... >>> >> >> >