1 |
btw
0ad
has
all
animated
trees
and
grass,
and
most
0ad
maps
use
features
much
more
regularly
in
maps.
It
also
runs
at
like
40fps
on
my
machine
with
max
settings
while
spring
drags
along
at
like
15fps
unless
I
turn
the
graphics
way
down.
:|
Also
a
lot
of
things
look
terrible
given
what
you
pay,
worse
if
you
don't
pay,
and
there's
really
no
good
reason
why
it
should
be
as
slow
as
it
is.
|
1 |
btw
0ad
has
all
animated
trees
and
grass,
and
most
0ad
maps
use
features
much
more
regularly
in
maps.
It
also
runs
at
like
40fps
on
my
machine
with
max
settings
while
spring
drags
along
at
like
15fps
unless
I
turn
the
graphics
way
down.
:|
Also
a
lot
of
things
in
spring
look
terrible
given
what
you
pay,
worse
if
you
don't
pay,
and
there's
really
no
good
reason
why
it
should
be
as
slow
as
it
is.
|
3 |
That said dynamic lighting and deferred shading are good news. That would be very cool, although I question the costs. Even if the cost of fragment lighting is low you still have to render a shadow map (or shadow cube) for each light. Considering that each face would need to be at least 1024x and in addition to the main sun shadow map that quickly adds up. Spring's shadows also leave much to be desired.
|
3 |
That said dynamic lighting and deferred shading are good news. That would be very cool, although I question the costs. Even if the cost of fragment lighting is low you still have to render a shadow map (or shadow cube) for each light. Considering that each face would need to be at least 1024x and in addition to the main sun shadow map that quickly adds up. Spring's shadows also leave much to be desired.
|