Posted 13 July 2005 - 06:04 AM
Those sounds are pretty expensive though, try turning on the fps counter and you'll see.
But for a later patch, I have been working on a new kernel revision which will partition the display and AI updates (like in mp). This way, the display runs as fast as possible, while the AI runs at a constant 10 fps. This is how I have it in mp (UC and UCAWA) but never found the time to partition the single player game similarly (which is why there are two separate EXEs for the game. Doing this for sp requires a *lot* of testing e.g. the [client] prediction code will have to be tweaked because single player game is not subject to lag, packet loss etc, like multi player. If and when I do this as a patch (later this year), the game should be able to run at a constant 30fps with the default settings. About 90% of the processing slowdown in the game, is due to AI. This is because the entire game runs on one massive AI kernel and with such as large universe, a lot of AI updates will cause slowdowns - especially since both the display and AI updates are run at the same time in order to keep everything in synch.
btw, the jump anomalies in demo #3 are also new. They weren't in the previous demos. There are a bunch of other tweaks and other minor revisions (e.g. I removed that Greenish graphic in the HUD).
I think die hard UC fans will like the final product; especially the campaign scenario which can be played from both a commander and [lowly] pilot perspective; each with a variety of different settings to keep in line with the career.
Also, in the final version, the character models have close to 5K polys each. Back in May I purchased a polgon reducing tool and had Joerg reduce them by 30% (without ANY visual loss in quality). This results in a big speed boost in fp mode; especially with a bunch of marines around. These models are not in demo #3; which still uses the higher poly count versions.