Mod Idea: Smooth Daggerfall
- LorrMaster42
- Posts: 65
- Joined: Thu Dec 24, 2015 12:09 am
Re: Mod Idea: Smooth Daggerfall
You still have to worry about layering clothes and armor, animating models to truely interact with the world now that they are 3D, and also make sure that NPCs don't clog up your computer power. I personally actually really like the 2D sprites for NPCs.
- Biboran
- Posts: 277
- Joined: Thu Jun 25, 2015 8:26 pm
Re: Mod Idea: Smooth Daggerfall
I too, but 2d will requre a lit time and artists to re-implement arena feature with visible actual weared armour on enemies.LorrMaster42 wrote:You still have to worry about layering clothes and armor, animating models to truely interact with the world now that they are 3D, and also make sure that NPCs don't clog up your computer power. I personally actually really like the 2D sprites for NPCs.
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- Posts: 833
- Joined: Mon Nov 30, 2015 6:32 pm
Re: Mod Idea: Smooth Daggerfall
AFAIK, with a modern computer, the draw call for a 2-3k character model takes longer than actually drawing the model. So sprite or model, with a small enough model, doesn't make a difference.
The animations, though, yeah, that's a problem. But...
Ok, so if you read up on practices of big game studies, they don't make games for the computers they have now; they make games for the computers that will probably exist in 2-3 years. And in 2-3 years, what can we expect?
DirectX12/Vulkan will be wide-spread and well-understood, with plenty of tutorials/techniques for getting the most out of them.
6-8 core CPUs will be the norm. AMD's Ryzen is the obvious one, but Intel is going to have to match AMD to stay ahead. If Ryzen 2 (or whatever it's called) fixes the major problems slowing down Ryzen, and adds another few hundred MHz, as we can reasonably expect, and stays largely a 6-8 core CPU, then Intel's going to look even worse in comparison, especially if AMD keeps their prices under Intel's - which they probably will.
So in 2-3 years, you can probably expect 6-8 core CPUs to be the norm. You can also expect another couple of processor generations, but probably nothing exceptional there. If there is something exceptional, it'll probably be a new processor material revolution, and we can throw all these predictions out the window, in a very good way.
AMD's Vega will probably compete with NVIDIA's 10XX-series GeForce. How well is a question; but NVIDIA will likely feel pressure on their 11XX-series launch. In 2-3 years, through, we'll probably be on Vega 2 or 3, and NVIDIA 12XX or 13XX. And with about a *35% increase per generation, we'll be looking at about 1.8x to 2.4x faster GPUs.
So in short, if you want to make Daggerfall Unity fully 3D, go ahead, and don't worry about it. The tech will catch up, barring disaster or sudden, unexpected downward shift.
* Anyone who's really familiar with the GPU space increase, feel free to chime in here and correct me.
The animations, though, yeah, that's a problem. But...
Ok, so if you read up on practices of big game studies, they don't make games for the computers they have now; they make games for the computers that will probably exist in 2-3 years. And in 2-3 years, what can we expect?
DirectX12/Vulkan will be wide-spread and well-understood, with plenty of tutorials/techniques for getting the most out of them.
6-8 core CPUs will be the norm. AMD's Ryzen is the obvious one, but Intel is going to have to match AMD to stay ahead. If Ryzen 2 (or whatever it's called) fixes the major problems slowing down Ryzen, and adds another few hundred MHz, as we can reasonably expect, and stays largely a 6-8 core CPU, then Intel's going to look even worse in comparison, especially if AMD keeps their prices under Intel's - which they probably will.
So in 2-3 years, you can probably expect 6-8 core CPUs to be the norm. You can also expect another couple of processor generations, but probably nothing exceptional there. If there is something exceptional, it'll probably be a new processor material revolution, and we can throw all these predictions out the window, in a very good way.
AMD's Vega will probably compete with NVIDIA's 10XX-series GeForce. How well is a question; but NVIDIA will likely feel pressure on their 11XX-series launch. In 2-3 years, through, we'll probably be on Vega 2 or 3, and NVIDIA 12XX or 13XX. And with about a *35% increase per generation, we'll be looking at about 1.8x to 2.4x faster GPUs.
So in short, if you want to make Daggerfall Unity fully 3D, go ahead, and don't worry about it. The tech will catch up, barring disaster or sudden, unexpected downward shift.
* Anyone who's really familiar with the GPU space increase, feel free to chime in here and correct me.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Mod Idea: Smooth Daggerfall
the limiting factor is the unity engine anyway...
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- Posts: 833
- Joined: Mon Nov 30, 2015 6:32 pm
Re: Mod Idea: Smooth Daggerfall
It isn't actually slow, these days, for most things. Creating a lot of game objects is slow, but *pooling solves that.Nystul wrote:the limiting factor is the unity engine anyway...
Draw calls used to be a slow-down factor, but batching solved some of that, and instancing means that Unity can do the same "tens of thousands of the same character model on-screen at the same time" as any other major engine.
You can probably (almost certainly) also expect more multi-core support in Unity Engine in the next 2-3 years.
Add to that faster physics processing.
So, overall, these days Unity Engine's reputation for being slow is mostly unearned, and it's modernized quite a bit.
* Pooling introduces some memory problems that would be somewhat less of a problem with C++, but on PC, likely nothing to worry about. Especially given that, in 2-3 years, I think we can feasibly expect a minimum of 32 GB of RAM to be the norm.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Mod Idea: Smooth Daggerfall
With limiting factor a more refered to limitations and bugs. For example just recently fog stopped to work in reflections (somewhere around unity 5.3). It worked correctly before but is broken now and no solutions an no help in unity forums by devs...
This engine has so many shortcomings it is just annoying.
Take the terrain system for example. It is state of 10-15 years ago.
I usually spend hours and hours on workarounds for problems that shouldn't even exist in a decent engine.
Don't get me wrong unity has its strengths but it is also very raw in many aspects. I am tired of it most of the time
This engine has so many shortcomings it is just annoying.
Take the terrain system for example. It is state of 10-15 years ago.
I usually spend hours and hours on workarounds for problems that shouldn't even exist in a decent engine.
Don't get me wrong unity has its strengths but it is also very raw in many aspects. I am tired of it most of the time
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- Posts: 833
- Joined: Mon Nov 30, 2015 6:32 pm
Re: Mod Idea: Smooth Daggerfall
Oh, you meant bugs and limitations, rather than speed.Nystul wrote:With limiting factor a more refered to limitations and bugs. For example just recently fog stopped to work in reflections (somewhere around unity 5.3). It worked correctly before but is broken now and no solutions an no help in unity forums by devs...
This engine has so many shortcomings it is just annoying.
Take the terrain system for example. It is state of 10-15 years ago.
I usually spend hours and hours on workarounds for problems that shouldn't even exist in a decent engine.
Don't get me wrong unity has its strengths but it is also very raw in many aspects. I am tired of it most of the time
Yeah, I totally agree.
Fortunately for terrain, at least, it's on the roadmap to upgrade. Still... Not a very well-managed engine.
At least they seem to be getting their act together, but still... Definitely not there yet.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.
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- Posts: 833
- Joined: Mon Nov 30, 2015 6:32 pm
Re: Mod Idea: Smooth Daggerfall
Making a new post so it's noticed: 5.6 does not have an upgraded C#. That seems to be part of something called "Unity 2017.1 beta".
Link: https://unity3d.com/unity/beta?_ga=1.25 ... 1457766490
Link: https://unity3d.com/unity/beta?_ga=1.25 ... 1457766490
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.