by date
CN:MI - Some More Wide Angle Level Screens
CN:MI - Some More Wide Angle Level Screens
| Name: | Alan James | |
|---|---|---|
| Date Posted: | Feb 20, 2007 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Alan James |
Blog post
Hi Everyone!
I really am going to get around to posting something other than wide angle level screens,
but I'm having a lot of fun messing with big looking game levels right at the moment.
Here are a few more just for kicks...now I guess back to model editing...grrr...
I'm not really good at that so it's not nearly as much fun...








I really am going to get around to posting something other than wide angle level screens,
but I'm having a lot of fun messing with big looking game levels right at the moment.
Here are a few more just for kicks...now I guess back to model editing...grrr...
I'm not really good at that so it's not nearly as much fun...








Recent Blog Posts
| List: | 07/29/08 - What I Did On My Summer Vacation Part 2 07/22/08 - What I Did On My Summer Vacation Part 1 05/22/08 - Sticks & Twigs Environment Pack - Stick a Fork in it... 05/05/08 - Sticks & Twigs - Not just for Breakfast Anymore 04/10/08 - Really Good Things come to the Garage! 03/01/08 - Really Really Good Things Studio - Current WIP 01/02/08 - 2008 Day One - Free Stuff & A Fun Three Years 10/31/07 - Happy Halloween! The best mortgage rate you'll ever see... |
|---|
Submit your own resources!| Oliver Rendelmann - DerR (Feb 20, 2007 at 07:27 GMT) |
| Tom Bentz (Feb 20, 2007 at 07:36 GMT) |
| Todd Pickens (Feb 20, 2007 at 07:38 GMT) |
Nice job.
| Max Thomas (Feb 20, 2007 at 07:38 GMT) |
| Alan James (Feb 20, 2007 at 07:50 GMT) |
20 to 30 fps, if I bring down the view distance (from 1900 where it's set in most of these) and bring the fog in closer I can pick up 3 to 5'ish frames per second and turn the water reflections down to low...of course you do loose some of the atmosphere, but it's not too devastating. There are a few other things I'll probably be forced to do as I load up a more content, (skyboxes are currently 1024x1024, most of the photorealistic textures on my buildings are still all 512x512 or 1024x1024)...and I think my video card (BFG7300) is tweaking a bit so I'll have to see how things end up with it.
This work is specifically for the single player version, so fps are not *quite* as despirate as multiplayer mode...and I'm not sure where I'm going with that.
| Ian Roach (Feb 20, 2007 at 08:12 GMT) |
| Stephan (viKKing) Bondier (Feb 20, 2007 at 08:32 GMT) |
| Martin Schultz (Feb 20, 2007 at 12:19 GMT) |
| AndrewOsborne (Feb 20, 2007 at 12:40 GMT) |
| Florian (Feb 20, 2007 at 12:55 GMT) |
nice work man :O
i like it a lot
what is the terein, legacy or atlas?
| Thak (Feb 20, 2007 at 13:08 GMT) |
| Alan James (Feb 20, 2007 at 13:09 GMT) |
Thanks for the great comments!
@Florian,
It's TGE, so it's gotta be legacy. =)
| Tom Perry (Feb 20, 2007 at 13:16 GMT) |
| Daniel Scott (Feb 20, 2007 at 14:29 GMT) |
| Max Thomas (Feb 20, 2007 at 16:34 GMT) |
Thats not too bad framerate wise. Don't hold me to this, but if I'm correct the human eye can pick up anything below 60 fps.
I've recently been trying to overload my missions with foliage of all sorts, and I've found that the FoliageReplicator can nock off up to 10-15 fps, even when not in sight. Was just wondering if your noticing the same thing with your build? I'm running TGE 1.4, so there might have been changes made, but not that I know of.
| Chip Lambert (Feb 20, 2007 at 16:49 GMT) |
| Sean H. (Feb 20, 2007 at 20:00 GMT) |
| Chris \"C2\" Byars (Feb 20, 2007 at 20:14 GMT) |
WHOA, I just realized that was TGE! Nice work.
| Daz (Feb 20, 2007 at 23:03 GMT) |
| Alan James (Feb 20, 2007 at 23:08 GMT) |
I'm still 1.4 also, but I did put in the clustering resource on both the shape and foliage replicator. The foliage doesn't seem to hit it nearly as hard as the shape does. The Nasja Mesa ones above (the domed temple and the trees) have about 200 visible trees and that's kind of what kills a good portion of the frames per second, along with reflective/refractive water and the drl/bloom(it is on, just right now I have it scaled back quite a bit).
About what the human eye can pick up. I've actually seen research that indicates that at some level the human eye can see variations up to 160 fps, but not on a level that we can consciously understand, so I would imagine that under 60 would be no problem for us to detect. In the game itself I can sense a "sluggishness" under 35-40 and when I drop under 25 it's time to start figuring out how to bost performance to at least back up to the mid 30's. That's kind of where I'm at...but it looks nice so it's really hard to give certain things up...
| Anthony Potamitis (Mar 21, 2007 at 07:38 GMT) |
You must be a member and be logged in to either append comments or rate this resource.


4.0 out of 5


