19,582
edits
(from hell ^_^) |
No edit summary |
||
Line 22: | Line 22: | ||
:Oni can run smooth as butter with 20 chars on-screen (extreme OTA) or it can lag with original single-player situations. That depends a lot on the hardware and drivers. And Macs have always had rock-bottom GFX hardware and drivers, sorry ^_^ | :Oni can run smooth as butter with 20 chars on-screen (extreme OTA) or it can lag with original single-player situations. That depends a lot on the hardware and drivers. And Macs have always had rock-bottom GFX hardware and drivers, sorry ^_^ | ||
::[[User:Geyser|geyser]] 20:47, 31 March 2008 (CEST) | ::[[User:Geyser|geyser]] 20:47, 31 March 2008 (CEST) | ||
:::That's actually not true, Macs often have fine graphics cards (not top-of-the-line, but decent ones). I didn't realize that Windows users weren't having problems, so that makes me think that the real problem for us Mac users is that we're running PPC code on our Intel processors. It's all getting emulated or whatever by Rosetta, so there's some real performance hits there. Durn. | |||
:::"just what kind of new content we're talking about" -- you'll find out when I post the screenshots... ^_^ I hope you like it, you seemed cool with the small changes I made in the test OBJ I posted to the forum a little while back. Oh well... you can tell me when I post some pics. | |||
:::P.S.: Re your comment on "50% extra triangles", I was talking about vertices. I am measuring my model in vertices, not triangles, so I can watch that 2048 vertex limit you told me about. That limit *is* just for each body part, right? As long as that's the case, I'm not planning to go anywhere near that limit. But my point here is that the head is around 700 ''vertices'', not triangles. I can post the current stats when I post pics, and you can let me know if there's too many polygons. --[[User:Iritscen|Iritscen]] 21:55, 31 March 2008 (CEST) |