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Posted
Procedural algorithms and efficient levels of detail. It's not impossible.

 

Theoretically possible to use things like that, but rediculously difficult to make it co-operate properly with the other modules. Remember that you'll need to have the terrain around every single active unit at detail, so something like that can very easily start giving you serious limitations on the size of your scenarios if you want to avoid having to do player-bubble style shenanigans like Falcon. (And to be honest, I suspect even the bubble wouldn't rescue you.)

 

Still possible to sort of run a LOD on that as well to save resources, but you get a cascade of problems in other areas (AI, what happens to weapons in-flight when what they were targeting teleports due to the player closing in enough to cause higher-LOD generation of surroundings etcetera).

 

So, it's not feasible unless study simulators start selling as much as BattleField or Call of Duty. Just not enough resources available to throw enough engineers at those problems. And do note that you replied to me saying "not feasible", I did not say "impossible". ;)

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Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер

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Posted

Some decent testing:

 

http://www.overclock3d.net/reviews/gpu_displays/crysis_2_-_dx9_vs_dx11_-_6990_vs_gtx590/1

 

"The basis of this review was to test the difference before and after the new patches on the two fastest graphics cards on the planet. Unsurprisingly the Nvidia was much better in every aspect, both minimum and average FPS were significantly in front of the AMD. On average we were seeing 40FPS drops from the DX9 game to the maxed out DX11 game, a fair drop for these dual core cards with buckets of VRAM on board. But seeing as the game was near on coded for the Nvidia architecture its not that surprising. In all our future reviews will be moving onto using Crysis 2 maxed out as a part of our normal testing procedure, only time will tell what cards will pass the tests."

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