Lucid_Dreamer
Veteran
You can hardly see anything. The ghosting is a mess, making it hard to work out how much is happening and how many are on screen on once and how complex the models are. It's certainly not smoothly animating. There's also just a moment at the beginning where there's clearly ~40 players on screen given health bars, but then they all spread out and you only see a dozen or two on screen at once. There's no measure of LOD or environment complexity versus other titles (you divided the vertex budget between characters and scenery, so if your game targets less than players, you can invest more in scenery and vice versa) so even having 40 characters at a time might not be seriously pushing polycounts.
Being multiplayer is immaterial to the requirements of TnL unless you want to design your system to account for GAF coordinated parties. You design assets for a given quality, provide suitable LOD, and manage accordingly regardless of whether troops are positioned by AI or other people.
Here's a crowd vid for you:
OMG! Only the powerz of teh Cell can make this happen! Except it's a 2006 PC game, not only drawing and animating thousands of troops, but managing their AI too. Of course, that's because the GPU is handling the TnL leaving the CPU to calculate AI...
There's nothing remarkable about MAG's vertex throughput or graphics only made possible by the Cell, AFAICS. It'd make far more sense to use Cell to help with vertex culling prior to RSX TnL (players obscured by other players or scenery need not be drawn), using all the hardware available instead of having the vertex units idle.
Let's not get ridiculous here. If the requirement is just characters, controlled by A.I.; Lair has thousands of enemies controlled by A.I. in 2007. 6:40secs
http://www.youtube.com/watch?v=BLdTn8Z1AM0
Here is one with 15,000 A.I. controlled objects/characters on screen.
www.simbiosys.ca/science/white_papers/eHiTS_on_the_Cell.pdfRapidMind said:Each individual chicken has its own behavior model interacting with other birds. The simulator was demonstrated to provide realtime (30fps) performance with several thousand chickens. In fact, when the number of chickens was increased to a total of 15,000 birds the Cell B./E. processor was still able to perform the simulation with interactive speed, but the graphics rendering was not able to keep pace, even on a stateoftheart NVidia GPU and started dropping 2 out of 3 frames, resulting in 10fps "sluggish" video output.
I love the way some of you guys try to act like I'm making this stuff up, or it's act like it's nothing.
EDIT: Also, 256 players (MAG) is still in the Guiness Book of World Records as the most? Why is that still around? Hell, why was it a record in the first place? According to you, this should've been done on another platform in 2006 or so.
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