Hello,
just a little note one what I'm working on: I took a long tour into the graphics code and did research on various methods and functions I'm using. I found that I'm always reserving data on the graphics card for the absolute worst case (a checker-boxed chunk). The average data used is much much smaller. So I implemented a dynamic size rearrangement for the graphics buffers which for a normal planet (about 1500 visible segments (chunks)) reduced the memory need on the graphics card from more then 500mb to 18mb. This not only improved performance, but also opens a whole new set of possibilities for effects and enhancements, as well as possible performance upgrades (precomputing more data to take away work from the graphics CPU)
Also, on a entirely different note, StarMade now has the ability to use UDP. While not yet stress tested, it might improve network performance (read more here: http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/ if you are interested). A TCP fallback is will remain.
I also already fixed a count of bugs, and will do more research on the bottlenecks in multiplayer and memory consumption.
thank you for playing StarMade,
- schema
just a little note one what I'm working on: I took a long tour into the graphics code and did research on various methods and functions I'm using. I found that I'm always reserving data on the graphics card for the absolute worst case (a checker-boxed chunk). The average data used is much much smaller. So I implemented a dynamic size rearrangement for the graphics buffers which for a normal planet (about 1500 visible segments (chunks)) reduced the memory need on the graphics card from more then 500mb to 18mb. This not only improved performance, but also opens a whole new set of possibilities for effects and enhancements, as well as possible performance upgrades (precomputing more data to take away work from the graphics CPU)
Also, on a entirely different note, StarMade now has the ability to use UDP. While not yet stress tested, it might improve network performance (read more here: http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/ if you are interested). A TCP fallback is will remain.
I also already fixed a count of bugs, and will do more research on the bottlenecks in multiplayer and memory consumption.
thank you for playing StarMade,
- schema