Slightly more now, we hit that limit... so I managed to pack the data more (each grunts state is down to 48 bytes from 64) so our current high is ~2400. In theory we could get near 3K if we need to (we should now have the RAM to go that high, just haven't needed to test it yet).
Does that mean technically capable at calculating AI for 2400 soldiers in general or capable at calculating AI for 2400 soldiers while displaying them all, with full graphics during ganeplay?
Interesting - does that mean the reserved RAM has been lowered (as many were speculating would happen over time)? I know, I know NDA's an' all that...
Also, how old is the build that these pics are from?
Hold the phone.....I was talking about SPU ram (which has remained constant unlike reserved RAM).
So that would leave about 110 kB for code and some extra data.I was talking about SPU ram (which has remained constant unlike reserved RAM). Its hasn't changed but as I've shaved off the fat of each grunt its effectively larger for how many grunts you can have... which is what i meant but didn't explain very well.
Hold the phone.....
Has Sony freed up some of the reserved memory now then?
Or is that in relation to the entire dev cycle which I'm sure the reserved ram has fluctuated quite a bit.
Don't tell me.... it's under NDA
Not yet, but if I find out before you, I'll let you know after I've put my own name down(any news on that April beta?)
Deano answer that already...Has Sony freed up some of the reserved memory now then?
Just curious, how smooth are the LOD transitions?The game has a built in LOD system using imposters in the distance. So you can see them all at the same time tho most will be so far away that they are rendered very simply as they get closer they will be draw with more detail.
Each is a real entity, tho so can follow orders, attack you, get blown up etc.
Hey look! Tera Patrick
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He didn't, actually. In fact, he only further fanned the flames. He referred to the SPE memory being constant, "unlike the reserved RAM". Which, obviously, implies that the reserve memory has not been constant. Although, it could have just been a slip of the tongue, and we're reading too much into it.Deano answer that already...
I was talking about SPU ram (which has remained constant unlike reserved RAM).
Okay, I see. Deano's suggested Reserved RAM has been reduced. I thought we already had that news posted before? Some 16 MB or so was made available IIRC. Something like that. Primarily he's just saying that the OS RAM is subject to change, but that wasn't what allowed for larger armies. The increased RAM has come about from a decreased consumption of RAM.He didn't, actually. In fact, he only further fanned the flames. He referred to the SPE memory being constant, "unlike the reserved RAM". Which, obviously, implies that the reserve memory has not been constant. Although, it could have just been a slip of the tongue, and we're reading too much into it.
Now that you mention it, I seem to recall something like that as well. Which would fully qualify his statement of the reserved memory not being constant. He may have just been referring to "old" news. Phooey.Okay, I see. Deano's suggested Reserved RAM has been reduced. I thought we already had that news posted before?
Absolutely. I didn't mean to imply otherwise.Primarily he's just saying that the OS RAM is subject to change, but that wasn't what allowed for larger armies. The increased RAM has come about from a decreased consumption of RAM.
It was one of the fundamental technical decisions I made back when I started. I'm not sure it was nessecarily the best choice but it works quite well, if you don't mind be very frugal with what each grunt stores.So that would leave about 110 kB for code and some extra data.
Bloody impressive you can have it running on one single SPU with all the data available. You are able to parse through the horde of soldiers over and over again without touching the main RAM. Now that is how to make the Cell sing.
LOD isn't as smooth as i'd like but its on my TODO list to improve before ship. Tho I should point out that i'm very picky and its mainly the imposter to mesh pop I notice... still bugs me tho heheSounds great, thank you for the updates Deano.
Just curious, how smooth are the LOD transitions?
Sounds almost like you plan on doing an RTS in the future.
I thought she was picking on THEM?It should move and attack like its a bunch of separate units coordinated by commanders etc. Not just have 1000 people standing around waiting to pick on a girl ;-)
The game has a built in LOD system using imposters in the distance. So you can see them all at the same time tho most will be so far away that they are rendered very simply as they get closer they will be draw with more detail.
Each is a real entity, tho so can follow orders, attack you, get blown up etc.