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The Same Code, or Not?

Featured Replies

21 hours ago, MattNischan said:

The same code, with different configuration flags set. 🙂

-Matt

There you go .. from a non speculator who dearly knows the code .... 

Thanks Matt.....

Regards

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47 minutes ago, Rob_Ainscough said:

Those who create add-on content (creating more LODs and more work specifically for XBOX hardware limitations).

So does this mean the same exact addon will require more work for Xbox vs PC?

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51 minutes ago, captain420 said:

So does this mean the same exact addon will require more work for Xbox vs PC?

With hope, addon makers DO spend more time making versions for Xbox.  To do so, requires them to add additional levels of detail.  This is the bulk of the performance gain that will benefit BOTH Xbox and PC.

PC LOD enforcement WAS going to be part of SU5 but they backed out for fear of breaking everything.  Wise choice for the moment, but hopefully this is a stop gap and not a permanent solution.  Addon makers should step up their game.

And to those who bemoan LOD popping - a well designed and tested addon can minimize this to the point of being virtually unnoticeable - its how most other AAA titles are done.  Engine work on Asobo's part CAN improve this potentially by blending LODs - but that too comes at a cost so would have to be factored in.  Regardless, it behooves developers to adopt this - we are on an ever marching pace to demand more and more detail so at some point we are going to want every ounce of headroom we can get no matter how fast your rig is.

8 minutes ago, VFXSimmer said:

With hope, addon makers DO spend more time making versions for Xbox.  To do so, requires them to add additional levels of detail.  This is the bulk of the performance gain that will benefit BOTH Xbox and PC.

PC LOD enforcement WAS going to be part of SU5 but they backed out for fear of breaking everything.  Wise choice for the moment, but hopefully this is a stop gap and not a permanent solution.  Addon makers should step up their game.

And to those who bemoan LOD popping - a well designed and tested addon can minimize this to the point of being virtually unnoticeable - its how most other AAA titles are done.  Engine work on Asobo's part CAN improve this potentially by blending LODs - but that too comes at a cost so would have to be factored in.  Regardless, it behooves developers to adopt this - we are on an ever marching pace to demand more and more detail so at some point we are going to want every ounce of headroom we can get no matter how fast your rig is.

I think Asobo should have announced this LOD change in advance that it was coming so addon developers could have prepared.

24 minutes ago, Tuskin38 said:

I think Asobo should have announced this LOD change in advance that it was coming so addon developers could have prepared.

It was part of the SDK documentation under suggested scenery guidelines from the inception (wasnt technically a new feature).. so they SHOULD have been doing it from the start, but yes, the fact they were going to enforce it should have been announced sooner.

Regardless, the message is clear now - hopefully they take the opportunity to implement things well going forward.

Edited by VFXSimmer

14 minutes ago, Rob_Ainscough said:

It will require more work regardless when Asobo enforce LOD ... we work to the LCD (lowest common denominator aka XBOX) in order to hopefully gain additional consumer support.

Agree the SDK had documentation for LOD requirements, but I'll disagree as the process of producing LODs is stepping up our game.  Who wants to manage/adjust the same object 3 or 4 times at different levels of detail?  LOD management at the content provider side is pretty mundane work that could be better utilized it providing more objects/realism to whatever project one is working on.  

More modern graphics engines no longer have LOD requirements from the content provider side, specifically UE5.  The trend moving forward is to do away with LOD management and let the graphics engine handle the chore as it can do a better job and be more flexible.  I do hope Asobo have a serious rethink about LOD management and enforcement ... there are better alternatives with equal performance gains that lets content providers focus on content.

Cheers, Rob.

Sure, but UE5 isnt even released yet and until its actually in enough people's hands we wont know how well it handles actual world sized content - UE4 certainly didnt do it well.  Its a big difference between designing content for games where the developer has an ability through level design to control what gets loaded when and a fully open world which such expansive coverage that careful content optimization becomes trickier on the engine side.

Nanite and virtualized geometry certainly shows promise to do as you say, but the devil is always in the details - we'll have to see how well it handles flight simulation type content.  Lets hope it does, because the imagery from its demos looks pretty amazing.

Edited by VFXSimmer

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