How much can the SH3 engine take?
This is something ive always wondered about. Seriously. Now to understand what im talking about, ill have to pick on GWX a little bit, and No GWX team, this isn't a sublte dig, (I worked on it too, remember?)
But the example being Load times in GWX. I mean, it takes a LONG time to load a game In GWX. Espeically when you compare it to stock, or UC, or even NYGM. all being loaded on the same system. The thing is, GWX went out of their way to reduce load times. The Texture directory being the primary example. The game loads a dat, (which contains textures), and then loads the textures in the tex directory over that. I know from experience its ALOT of damn working repacking dats with the textures you want, and the Tex directory in GWX is SPOTLESS.
And yet, the game still takes awhile to load. Ive always felt there was a limit as to how much the game can render, or support. In GWX the campaign files are huge with alot of traffic where before there was hardly any, and more Air and sea units being loaded then any other mod before it. Another thing ive always wondered is how far away does the game render a scripted unit in the RND or SCR layers in relation to the player? And you know, when theres alot of aircraft in biscay bay (via mod i made), you can feel it in the time compression now. In no other mod ive used have i encountered this, and in the mod ive run, ive used similar settings in other games. So its not like i ramped up the aircraft to astronomical porportions.
To sum, i think theres a limit somewhere. Are we near it? Unless theres some bug or quirk that when fixed reduces loadtimes, i think so. But thats just my own opinion, and ive been wrong before.
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