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[EnGadget] Next-gen strategy game engine lets you control an army of 5,000 units at one time - Page 4

post #31 of 69
Its true that when we are talking about game engines which support mantle we still have to take into consideration CPU power. But the demo by Oxide on the other hand show that a lot of stuff was offloaded to GPU, or CPU requirements by engine were reduced... Quite a lot. Still nothing I can download and try at home with my own HW.
post #32 of 69
I'm pretty sure the Total War series already coped with 10.000 men armies back in 2004. Cossacks came in at an impressive 2.000 men in 1999.
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post #33 of 69
I just want to see the performance boost on Battlefield 4. That's where the money's at.

How long must we wait? December turned into January, and now January is turning into February..

Don't know whether to blame AMD or DICE for this..
post #34 of 69
Lol u never seen a pop cap over 5k never played total war? Or downloaded a mod?
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post #35 of 69
Quote:
Originally Posted by MoGTy View Post

I'm pretty sure the Total War series already coped with 10.000 men armies back in 2004. Cossacks came in at an impressive 2.000 men in 1999.

Aha but is that 10'000 individual units with their own collision, pathfinding and targeting running on a high tick rate?
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post #36 of 69
Quote:
Originally Posted by __Pat__ View Post

I'm sorry but why is this an achievement or 'next-gen'? Total war has been doing this and more for a while now. I've heard of people having armies up to 10000 soldiers with mods.

What total war does is not the same thing. The reason why total war can have so many units is because they are setup in regiments and in many ways thous regiments act as one unit rather then the 100 men they represent.

That's why its possible to reduce the amount of shown units in the settings without effecting game play. Thous units where there only as visual eye candy, not as real independent units that act under their own AI.

What they are talking about here is having thousands of individually controllable units that all have their own, AI, path-finding, physics simulation and projectile solvers. Its way more demanding then what total war does and as we know even running Shogun 2 or Rome 2 with all the units displayed takes a lot of CPU grunt.
    
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post #37 of 69
Quote:
Originally Posted by prescotter View Post

It just shows the power of the Game/Graphics Engine. Mostly to show of the higher ammount of draw calls the Mantle API can process.
Its nowhere stated they are making a actual game of this headscratch.gif

True, but there definitely will be one or two companies who do simply to say "our game has limitless armies!" It is unfortunate really because only 1 game I have played that allows huge unit counts has been any good at all.
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post #38 of 69
People confuse. You can have 5k units but you cant control each of them. With oxide engine you can control every single unit. Also the performance of total war with over 5k units is awful
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post #39 of 69
Original Red Alert had no cap and can have thousands of units at once. And it was designed for DOS/Win95 and non-Pentium computers lmao.
post #40 of 69
Quote:
Originally Posted by Cyro999 View Post

Aha but is that 10'000 individual units with their own collision, pathfinding and targeting running on a high tick rate?

In that respect no, but how could anyone manage that ? I have difficulties commanding a few dozen men in Company of Heroes or a few dozen regiments in Total War.
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