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  1. #32

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    The amount of of ram isnt going to change it allocates the space.

    Maybe we are hung up a bit on the word "render". To me render means that the gpu does all the calculations needed to display a full frame. It has to determine which objects are in front of each other, the lighting, the character and world textures etc.

    Everything except rendering is always done for all clients, postion of characters, loading the textures of nearby characters, movement exptrapolatioin, etc.

    Lets say a weightlifter(gpu) can lift 1000lbs. At 1000lbs he is at 100percent(zgpu shows 100), at 500lbs he is at 50percent, at 100lbs his zgpu shows 10percent.

    You design a test that has him lift 2lbs vs. 10lbs and say that "10 lbs is FIVE times 2lbs". Surely his zgpu will show a difference of FIVE times because when he lifts 10lbs he is doing FIVE times the work of lifting 2lbs.

    Lifting 2 lbs shows his zgpu at 1 percent because the zgpu only measures in single percentages 2/1000 is rounded up to 1percent for display purposes.
    Lifting 10 lbs shows his zgpu also at 1 percent because 10/1000 is in fact 1 percent.

    The zgpu reading is the same for both (1 percent) yet one test was 5 times the other test. Thus you conclude that because the zgpu reading is 1 percent for both that he must be doing the same work (10lbs and 2lbs) 12lbs both times.

    Notice that when you ran two clients in the 2nd test you are at 12 or so percent and with 15 clients tiled you are at 19 or so percent.

    Why isn't running 15 clients using seven times as much gpu load as two clients?




    Let me ask you this, after the gpu renders the display that you see its sent to the display monitor. Where does the GPU put the rendered frame from the background when its done rendering the full screen? How many frames does it save? If you were writing the program would you render background data?


    If what you are saying is true... then the slave characters would never be able to assist the main
    character if their screens weren't showing because they wouldn't be able to see what they should be assisting
    and would receive the error "You have no target."
    You're characters arn't real people ... Position data is calculated (not rendered) for all clients at all times. Knowing that the leader is at coodenate 1021, 938 and is moving say in the X direction at 30 per second then your computer uses that informaiton to calculate his postion untill the server sends new information, thats all that is needed for position data.

    You don't have to "see" his textures to follow him, if you know his location in the world. Thats why you get character running forward when ping lag dosnt allow your computer to get server data to update the characters position. Then when the information fromt the server comes in the character snaps back to the server position.

    All the visual informationo is client side the server just sends poitional data, what the characters are and what they are wearing etc. how much damage they took and just minimal information. Your computer then takes taht minimal information and builds it into a world. The server probably dosnt even render any of the world even server side, but it does all the positional calculations and damage and all taht.
    Last edited by Sam DeathWalker : 08-14-2011 at 06:32 AM

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