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"Even with advanced LOD algorithms, the open-ended world concept requires so many polygons to render that today's hardware is simply not sufficient to render it
by mrbgty 16y ago
"Even with advanced LOD algorithms, the open-ended world concept requires so many polygons to render that today's hardware is simply not sufficient to render it"
What? It's been awhile but ~ 5 yrs ago I remember implementing a quadtree LOD algorithm that pretty much allowed me to make the world as big as I wanted considering only the area nearby would be rendered. If its out of view, its a flat world.
- roel_v 16y ago"considering only the area nearby would be rendered" Well yeah if you make the area around you small enough, then sure. Taking WoW as an example again (because it's what I'm familiar with), decreasing the view distance is the single most influential parameter to improve performance. When you fly across a landscape and mountains pop up out of nowhere as you approach them, in triangles, it very much takes away from the realism. Of course this is not just about rendering triangles any more, LOD is constrained by the CPU and memory, but more raw poly pushing power would lessen the burden on the CPU... (experience drawn on a NVidia 9800 video card, not top of the line but a rather average casual gamer card I'd say)