Replying to Sheer Firepower
Topic Summary
Phoenix Rising
Posted 03 July 2007 - 07:22 PM
Theempirewins
Posted 03 July 2007 - 02:41 PM
or did i read this wrong ?
Fyi the limit i reached was around 200 units in space combat, then the game freezed.
My pc is heavy enough, so this is cleary a EAW issue
Anyway, looking forward to read from you agin in your weekly PR updates.
Turrets, as in moving turrets? Hmm, I've got the 38 working on the Recusant and I can't think of a ship that will require more off the top of my head, so I guess that's not an issue. I'm curious, what was the limit you hit before the game broke?
As for performance, I haven't noticed anything too horrible as of yet. I mean, obviously the models are going to have a higher poly count than those in EaW and there are going to be more on-screen, but EaW's graphics are not state of the art and a decent graphics card should be able to deal with that. I'm sure that if someone benchmarked it, you could find games from 3-4 years ago that are more hardware-intensive than PR. As for EaW's minimum requirements, it's listed as a 1.0 GHz processor, 256 MB RAM, and a 32-MB GPU. I think anyone who is seriously into modding is going to have specs that totally blow that away by a factor of 2-4 times, so it shouldn't be an issue.
Projectiles are another thing that is popular for people to naysay about, but it's never been an issue. I've also increased laser speed to 50.0 since the mini-mod, so it looks more realistic and reduces clutter.
As for SSD performance, a single ship like that will take up less hardware power than a mixed fleet of smaller units.
Rob
Posted 02 July 2007 - 06:38 PM
Phoenix Rising
Posted 02 July 2007 - 05:00 PM
As for performance, I haven't noticed anything too horrible as of yet. I mean, obviously the models are going to have a higher poly count than those in EaW and there are going to be more on-screen, but EaW's graphics are not state of the art and a decent graphics card should be able to deal with that. I'm sure that if someone benchmarked it, you could find games from 3-4 years ago that are more hardware-intensive than PR. As for EaW's minimum requirements, it's listed as a 1.0 GHz processor, 256 MB RAM, and a 32-MB GPU. I think anyone who is seriously into modding is going to have specs that totally blow that away by a factor of 2-4 times, so it shouldn't be an issue.
Projectiles are another thing that is popular for people to naysay about, but it's never been an issue. I've also increased laser speed to 50.0 since the mini-mod, so it looks more realistic and reduces clutter.
As for SSD performance, a single ship like that will take up less hardware power than a mixed fleet of smaller units.
Theempirewins
Posted 02 July 2007 - 02:45 PM
I guess there is a limit to the number of turrets you can place on a ship...
i did some experiments with some 'heavy' fleets and a few SSD's, i did mention at that time that the game has some difficulties to keep running properly.
Phoenix, are you sure that your mod is not too 'heavy' to keep all these modifications running, i mean even with some 'heavy' fleets as opposition ?
I really hope so, i guess there must be an impact to this, anyway as i earlier stated in previous posts, we are all in good hands with your mod that you're making, but i just wondered about the performance impact.
Looking forward to see your progress on the whole mod, and of course in particular the SSD's like the Sovereign and the Executor.
Grtz and thx for all your valuable time
Phoenix Rising
Posted 30 June 2007 - 04:24 PM
Posted 30 June 2007 - 08:20 AM
I'm loving this mod! (it actually had me reinstalling and replaying EAW ) but the imbalance between Imps and Rebs was a bit glaring. If anything, Imps should have the massive capital ships, and the Rebs the stronger fighters and stuff. But still, excellent work!!
Phoenix Rising
Posted 17 June 2007 - 12:43 AM
Posted 16 June 2007 - 08:31 PM
Phoenix Rising
Posted 11 June 2007 - 02:19 PM