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Alpha

Found 1 result

  1. In short: Percentage of complexity today depends on surface area, but must depend on amount of polygons. (In polygon I mean 2trianles, so 1 cube have 6 polygons or 12 tris) https://en.wikipedia.org/wiki/Polygon_mesh Yes modern GPU can handle millions of polygons but fps border closer then it looks. So we have 2 variants of what Chunk complexity can depend on: 1) amount of polygons 2) storage on server side But after some tests it find out that this system based on surface area count. Have two solid cubes full of woxels 31x31x31, left of one material and second if full of chequerboard pattern. And they have the same 37%. (also I was ask NQ-Deckart about server storage of it, the ansver: "For example, the left cube will compress very easily. The one on the right, not so much.") So it's no seen relative on server storage, Next test on relation of surface area on different types of voxel structures. Flats and Columns, when they have the same area surface, the polygon count is different. And what we see? When area is 2048m2 they have 267% for Flats and 320% for Columns. That means chunk complexity is more complicated than it seems. Also some exel info shows as, that the percentage is decreasing with increasing surface area, but with more polygons it's decreasing less. And last test is about lags. Here stable 60fps if look on 135 flat cubes x 6 sides = 810 polygons VS 135 flats of chequerboard x (64x96x2+(64+64+96+96)) = 1702080 polygons and 33fps. (tested area is analog only of 3.24 L core areas) BUT the same 267% complexity.
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