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  1. To Infinity - and Beyond! [14th October 2021] Modelling the whole world “Oh, and the other big aspect of course is rather than having just simple maps to play on, we’re having an entire global world map for DCS World,” he revealed. So yes, if you wanted to, you could take off from an airbase in the States, refuel several times and take part in a war on the other side of the world - if you had the time and energy of course. Yes, the entire world will be modelled as ‘one global map’ effectively. Matt continued: “Right now our current maps, which are actually individual discrete maps, can be up to about 1,500km by 1,500km but again once you go to the new map technology, there is no limit. It's not maps, it’s just a single world and how it folds is that map technology. We've been working on that technology for about a year and a half now and it's coming along quite well.” “So, in three to four years perhaps?” I asked. “I certainly think within then,” he said. “But again, it kind of comes back to what I was talking about earlier, Vulkan and multi-threading. Until it actually goes into testing, there's really no way to give any kind of good estimate, as you just never know. You know how extensive the new work is going to be to get to the point for release. It's only when you get actually pretty close, then you are really comfortable with giving an actual release date.” As Matt explained the new technology, my mind wandered towards the complexity of delivering such a mammoth world. Remember, each structure has to effectively have a damage model and, once part of a campaign system, some kind of ‘usefulness’ functionality values attached to each - unlike what you see in the current flight simulator. “Again, it was kind of like with a cloud system,” Matt continued. “It's something we've been researching and putting the technology together for literally years. So, we're developing a clever system which we think is going to look absolutely fantastic but be a world system that's going to be applicable to an actual combat simulator.” What’s not clear yet is how existing maps would be integrated into this new world system. ED points out too they still have to account for World War II maps that cannot be based on GIS (Geographic Information System) data. Different options are currently being evaluated by the developer. So, it looks like Vulkan with multi-threading won’t just be a nice feature in the years ahead but an essential component to the simulator, especially when you have so many units operating in this new virtual globe." Matt explained one of their biggest challenges. “One of the big things we're looking at now is creative ways to have almost unlimited numbers of units without having a huge performance impact, so as you would imagine, we cannot do it the way we're doing right now, where really every unit is tracked in detail, anywhere in the map. It’s going to have to be a much smarter system based on where the player is in the world.” FONTE ALTERNATIVA: https://www.reddit.com/r/hoggit/comments/qaztkx/dcs_world_to_infinity_and_beyond/ Bye Phant
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