Can blood be kept on the floor indefinitely?

by Booomba | 04/06/2009 01:34:52

Booomba

I'm not talking about the corpses, obviously this issue has been addressed already. I assume that it would use barely any system resources to keep the decal on the floor throughout the entire game. Why, you ask? Because a) it would create even more immersion/satisfying gameplay, and b) allow the player to use visual markers while backtracking if he gets lost, etc. I really don't see any reason why this can't/shouldn't be possible.

by Bashiok | 04/06/2009 02:43:58

Bashiok

Even decals, which are textures, impact performance. So there has to be some limit on how many of them are allowed to linger and for how long. We have to try to strike a balance somewhere. Also, a ground literally covered with corpses or blood becomes less and less interesting, more and more confusing, and can actually create some frustration.

Regarding visible markers, we put a lot of effort into building rooms and areas to ensure that the randomly generated dungeons are indeed random, but also not confusing and maze-like. We don't want everything to look the same. So in that respect a visual marker of a blood spot or corpse really shouldn't be necessary.

by Bashiok | 16/06/2009 22:28:24

Bashiok

Ok, you guys pushed and pushed, and now I have to talk about things I don't understand! HAPPY!?

Julian Love, our lead tech artist and forum lurker extraordinaire offers some additional insight into these things we call graphics.


Q u o t e:
Every independent thing that we show in the game has to be put into a special package that we call a "draw call," which is then delivered to the 3D card to be rendered on screen. It’s not too different from preparing xmas gifts in that everything you want your relatives to receive must be packaged up in some way and then driven across the country in order to arrive there on time. Your CPU does this packaging and delivery and it takes a lot of bandwidth, so it ends up being one of the most crucial expenses to manage. Now, the truly horrible thing is that from a draw call cost perspective, each individual splattering of blood on the floor is every bit as expensive as a character or a dead body: they both cost one draw call. Beyond that, the differences tend to be somewhat trivial.

So, that's a lot of words just to say that blood splats can be every bit as expensive as, and in some ways, more expensive than dead bodies. It's counter intuitive, but this is the way it actually works.


Thanks JLove.

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