Thyrwyn
Guardian at the Gate
Head on over to WePlayCiv and check out the summary of the talk.
A lot of information on the how they made Civ V scalable from low-end systems to high end systems.
including this: "These measures combined allow Civ5 to, on a high-end system, animate up to 10,000(!) individual units on the screen at the same time without frame-rate drops, which is up from about 100 in Civ4. Baker shows a live demo of this by placing about 5,000 Warriors on the screen in an early Civ5 build. Another example of particulary the effectiveness of reducing memory allocations is that the performance on the (complex) fluid dynamics-based Fog of War animation in Civ5 has been improved by about 600%. "
links to the GDC site are included in the summary.
From the actual presentation: When talking about redesigning the rendering process (putting 5,000 warriors on the screen), Baker talks about what they wanted the game to able to handle he used the following: Zoomed out screen (he says 15x20 hexes) x 20 figures per unit, so about 3,000 animated figures on screen at once - though he notes that would probably never happen, but:
A lot of information on the how they made Civ V scalable from low-end systems to high end systems.
including this: "These measures combined allow Civ5 to, on a high-end system, animate up to 10,000(!) individual units on the screen at the same time without frame-rate drops, which is up from about 100 in Civ4. Baker shows a live demo of this by placing about 5,000 Warriors on the screen in an early Civ5 build. Another example of particulary the effectiveness of reducing memory allocations is that the performance on the (complex) fluid dynamics-based Fog of War animation in Civ5 has been improved by about 600%. "
links to the GDC site are included in the summary.
From the actual presentation: When talking about redesigning the rendering process (putting 5,000 warriors on the screen), Baker talks about what they wanted the game to able to handle he used the following: Zoomed out screen (he says 15x20 hexes) x 20 figures per unit, so about 3,000 animated figures on screen at once - though he notes that would probably never happen, but:
Later, when talking about streamlining the process - he notes that in CivRev (same engine as Civ IV, roughly) it took .5 milliseconds to render one unit of 3 figures; in Civ V it will take .15 milliseconds to render one unit of 15-20 figures. So much for late game lagOur modding community is really good at coming up with entirely new games, so we wanted to be ready for anything.
