Stark wrote:This is the funniest statement ever. You make a number of outrageous statements and then declare 'console-itis' for 'simple FPS shooters' like Gears or Halo.
Translation: Waaaaah.
None of my statements are outrageous. Just simple math based around the area available to us in OFP2, and the kind of combat that's expected in the game. (primarily infantry, with a smattering of vehicle combat).
The idea that it's a major memory drain to track inventory is laughable. You know they're talking about millions of bytes, right? They're storing an array of flags, not fucking pictures of the guns. If they use standard loadouts (ps they do) you only need a reference byte or two.
A a double word inventory system like you posit works only for a simple FPS shooter like Halo or Gears where there just is:
"Rocket Trooper with 24 rounds of ammunition"
"Machinegun Trooper with 500 rounds of ammunition"
But for OFP, you need to track the person's inventory plus the state of that inventory; so you can't just walk over to a bunch of dead chinese marines after a firefight, and pick up for example 5 AKs, plus 30 x fully loaded clips, despite the chinese marines engaging in a gunbattle with you.
Individually, each entity's state would be smallish; a couple hundred kb at best; but the problem comes when you need large numbers of them running around at any one time; which is flashpoint's schtick; fairly large, open country infantry combat with AI that was a bit more advanced than your average FPS.
The idea you need to have an entire 1x1km map at 1m2 resolution in memory all the time is even better. I guess it's PS3's fault the PC version doesn't have 277km2 maps?
and
(ps learn about streaming Shep)
and
Turns out you can show a war in a large space without holding that ENTIRE SPACE IN MEMORY THE WHOLE TIME?
Translation: Waaah, I don't read things before going on straw-man filled rants. But since I'm so nice; I'll repeat it, with color emphasis:
I did some calculations, and if we wanted 1m2 datapoint accuracy on the game's 277~ km2 island with 14 bit words (allowing us 16,384~ possible height levels, remember the game engine has to take into account jet/helo combat for unit positioning); it would come out as 486.5~ MB of uncompressed data.
We could get around this by simply loading into memory a 30 km radius of terrain around the character (remember they have to take into account LOS from a helo or jet); and that's 95~ km2 of territory; or 166.2 MB of uncompressed data.
You could drop this by half to 85~ MB of memory by reducing datapoint density to 2m2; and simply smoothing the terrain mesh when it's rendered on screen.