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Kamikazi2142

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  1. I'm rather impressed with the game's MMORPG approach to basically an Empyrion or Space Engineers clone, however, what really concerns me is the fact there is a Physics engine that isn't based upon a more mainstream solution (Havok or PhysX) which raises concern for me especially since i've tried hosting a Space Engineers Dedicated Server (SEDS) and the game never uses the server hardware for physics handling, just basically a vpn tunnel to LAN everyone together and allow their own processing of physics, rather than leaving it to the SEDS. Empyrion was a little better than SE, but it still had the same issue with Physics, and slowly over time the game deteriorated into an unplayable state. requiring far more processing power for just physics alone... Honestly all this can easily be avoided by offloading the workload to a GPU, especially like a dedicated compute card like a Tesla, freeing up the CPU for more useful tasks such as the OS. Both PhysX and Havok utilize the GPU for physics processing, and can easily alleviate some headache in overall game performance. Rather than create your own like Keen did, using a proprietary resource can be of helpful use, though i'm not certain, i have seen that Unigine has been mentioned here, and while it is a great engine alone, piling up the workload of a bunch of other processes for the game can become cumbersome, especially for those who are still on quad core CPU's... What i am wondering, How do you stand out from the resource demanding titles, and what makes this Physics based game any better than the others? And do you plan to implement a form of Direct Compute functionality for GPU acceleration in Physics processing? Additionally... Will this have full DirectX 12 support? As in, if you do support nVidia and AMD features, would there be coding for each individually? So that if i had both cards installed they would both be utilized?
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