Machiavellian said:
SvennoJ said:
fatslob-:O said:
No no, the rubles are created in realtime as you can see is microsoft's demo up at the top with it's "chunk count". It's cool that Nvidia showed real-time fracturing in this demo but the rest of their demos don't do it because it's computationally expensive as seen in microsoft's demo. Compared to the scale shown it's clear that MS demo is more impressive considering the fact that it's handling collision detection with 30 000 procedurally generated chunks!
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That would be it's achilles heel as much as it sounds impressive. The data stream to update that kind of debris count at 32fps would easily exceed 60mbps. Plus the local machine still needs to have the spare overhead to render all that extra stuff. No wonder it's all simple grey blocks with flat lighting and no shadows.
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Are you sure about that. The server only needs to send back the caculated values and the host machine display the results. The data stream is much smaller than what people are thinking.
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37,000 chunks: position, speed vector, orientation, rotation vector, list of new chunks, list of altered chunks, updates to existing geometry.
That is not a small data stream. I guess you can optimize it by letting the local machine handle the flight path of free flying chunks as long as they don't interact with anything, i.e. only update collisions and geometry changes. That's still a hugely variable data stream with a huge peak demand when blowing up a building.