[MUD-Dev] Display Cheats [Was Re: MMO Launch issues...]

Peter Peter
Thu Jul 3 00:18:20 CEST 2003


"ceo" <ceo at grexengine.com> wrote:

> I thought the tendency was to avoid sending more tris at the card
> then necessary, because the cards are still an order of magnitude
> too slow (interconnect speed is poor; AGP ain't that great) or too
> forgetful (not enough RAM) for what games developers like to throw
> at them (many millions of tris, thousands of detailed textures)?

There are dynamic vs static buffers. For example "Somegame" uses the
static buffer to draw the landscape. that means it's transfered only
once (until you move out of some treshold) and rendered every frame
from the video ram.  [it is possible to optimise that one too].
that means, not slow agp transfers, no dma stalls.  the same holds
true for other static objects.  with vertex shaders can you actually
use it for animations, too. then you send only the animation
matrices, the model stays in the card's ram.

Pietro
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