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Yo.
Reosaur:
Oh yeahhh! Warriors Orochi! I played that game on PSP with my friend so I know about the lag issues. >XD It was pretty cool being able to mix my favourite characters from Dynasty and Samurai though.
And wow, you sound pretty mature for a 16 year old... At least, compared to me at 16 ahahah. ;P
baruhara:
--- Quote from: Reosaur on January 01, 2012, 04:58:51 am ---Oh yeahhh! Warriors Orochi! I played that game on PSP with my friend so I know about the lag issues. >XD
--- End quote ---
Thankfully, I played through a few characters' scenarios with the camera tilted down, which reduced the lag a lot. I still need to download the patch to make it even remotely playable, though.
--- Quote from: Reosaur on January 01, 2012, 04:58:51 am ---It was pretty cool being able to mix my favourite characters from Dynasty and Samurai though.
--- End quote ---
Yeah, it kind of was. I thought it was pretty funny to see people from Ancient China and people from Feudal Japan bonding to fight the forces of EVIL!, but I thought it was a pretty good idea to merge all of the characters together, for both story and gameplay reasons.
--- Quote from: Reosaur on January 01, 2012, 04:58:51 am ---And wow, you sound pretty mature for a 16 year old... At least, compared to me at 16 ahahah. ;P
--- End quote ---
Thank you. But I'm sure my friends would have a lot to say about this statement. (*´ワ`)っ―☆
Edited For: Incorrect wording.
Reosaur:
That's odd, changing the camera angle lowered lag? Hahaha that's the first time I've heard of that. It was a little funny having two different time periods interact.
Looool, that's cool. I'm sure we all have that side of us. :D
baruhara:
--- Quote from: Reosaur on January 02, 2012, 04:18:09 am ---That's odd, changing the camera angle lowered lag? Hahaha that's the first time I've heard of that.
--- End quote ---
I think it probably reduced the amount of pixels it had to show, since there were less enemies on the screen and it only displayed them from the chest-down. It didn't work as well in huge battles, though, like the last ones.
Cael K.:
--- Quote from: baruhara on January 02, 2012, 05:19:34 am ---I think it probably reduced the amount of pixels it had to show, since there were less enemies on the screen and it only displayed them from the chest-down. It didn't work as well in huge battles, though, like the last ones.
--- End quote ---
Not pixels, but likely number of bodies. Pixels remain the same no matter what, but if there's only 25 enemies on screen and the game knows that what the rest don't matter, it only has to do rendering for those 25, as opposed to... I dunno, 200 (175 of which are off screen and don't contribute to the scene as viewed).
Huge battles though, I suppose that in certain circumstances, they might have a hard cap on the number of enemies active. Say, if the screen can hold 1000 enemies, but we know that the machine can't handle that many, we can limit it to, say 100 enemies (starting with the closest to the player). Everyone isn't even shown, they can't attack, people pass right through them... but if you kill someone, we'll activate another enemy somewhere (and hopefully in a manner so that you don't notice). Guess what, if your screen has 200 people on it no matter what, you're not going to see any performance gain.
'Least, that's how I'd do it. Maybe they know something else.
Oh, and welcome by the way. ^^
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