Many people spoke of events, factions, multiplayer, map etc. ... But can we speak about technical ?
If you have questions about Dx11, coding, c++, maybe can we use this topic to speak.
I begin : I would like ask a question to CA devs : why they dont use Bump mapping and displacement mapping to increase the realism of rocks and the soil / ground ? ( http://www.nvidia.com/object/tessellation.html )
Now, with screen of the game :
And the displacement mapping :
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The question : Why CA dont implant that in the game ? Is that because it's too complicated to implement ? It consumes too much system resources and if yes, why not include an option to activ / desactiv it ? Too long to go to the planned schedule ?
Other point : multicore, we had read here and there that CA had difficulties to improve multicore management (core 4-8). Is it due to the engine which is difficult to handle in this way? Or is that a motor must be rewritten to natively support it fully ?







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