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Deneidez said:
dahuman said:
Stop comparing i7 to Cell, apples and oranges, you can't compare them, stop posting stupid crap like that if you don't know how those processors work.

I've already brought this up before as well, PLANETSIDE! 133 players per faction on a planet making 399 total per battle going on for as long as an entire day or much longer( not to mention multiple planets,) that's bigger than MAG or Hux per battle and it's been done for years by none other than Sony back in 2003. Wake up and realize that whatever you get on a console that's originally a western genre, it's already been done on the PC.

Too bad that everyone is just skipping your post. About processors, i7 have more wits(lots of it) than strenght compared to cell, which is made quite much purely for raw power.(^^, I know.. Still its not that far from truth.)

Well, planetside is quite nice, but WW II online is even more massive. It could handle about 10 000 players early 2001.

OVER 9000! (Maybe this will draw attension of those weak minded poor souls.)

Three days prior to release, the colocation network facility had a bad fiber optic cable. This failure reduced the player capacity of the server cluster, from 10,000 players down to only 1200 players. As a temporary workaround, Playnet set up multiple copies of the game-world on different servers, distributing the network load, but at some cost in game play. This solution lasted for several months while the developers resolved the server-side issues, after which all servers were merged into a single game-world.

There has been lots of upgrades and theres incredible amount of vehicles and weapons. No other fps game has been so massive.

http://en.wikipedia.org/wiki/World_War_II_Online

And of course playing area is something that you can only dream of on consoles.

WWIIOL online uses a ½ scale map of Western Europe with 30,000 km² of accurate terrain (800 m resolution satellite data). It is commonly recognized as the first MMOFPS.

And last thing is damage model, which is quite nicely done also.

The damage model in WWIIOL is more complex than surface appearance indicates. Several critical components within each vehicle are modeled, and often interact. For example, if a radiator is punctured, it may boil off its coolant, causing the engine block (an independent critical component) to seize. Damaged components also provide feedback into the flight or ground simulation model; for aircraft, damage to flight surfaces will result in increased drag and reduced performance of the vehicle. Armor is placed in all vehicles to protect these components, with historically accurate detail on armor angle and thickness

The ballistic model is also detailed, taking into account drag coefficient properties, muzzle velocity, and mass of each individual type of ammunition. For instance, High Explosive (HE) rounds typically travel a shorter distance than Armour Piercing (AP) shells, when fired from the same cannon, due to higher drag coefficient and lower mass

Source: http://en.wikipedia.org/wiki/World_War_II_Online

I was going to mention WW II Online, but you already did it so I'm just putting this up here for people to take note.