Is this why CoV is so laggy compared to CoH?!
Yes.
TargetOne
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You can see this quite a bit in Founders' Falls too, where the buildings are more jumbled together - you sometimes see one building with half windows, with the rest hidden inside the building it's been merged with.
@Golden Girl
City of Heroes comics and artwork
I seem to recall that huge chunks of Grandville were found to be walls on top of walls.
And then there's the huge areas built below the normal world for stores and some missions.
I've never understood why things were done this way. I still don't know why looking toward the abandoned lab in Port Oakes hammers my FPS by 50%.
Be well, people of CoH.

I surely hope that Pretoria will be treated differently, especially with it having no war walls....
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It was probably faster to make - if they make a set of ready made buildings that can be merged with each other and the scenery, then they didn't need to make individual buildings for each location.
They're seem to be going for a new approach with GR, by making each building unique.
@Golden Girl
City of Heroes comics and artwork
@Golden Girl
City of Heroes comics and artwork
Be well, people of CoH.

Unless they're also overhauling the old zones to fix the existing performance issues, there's going to be some rather serious problems.
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@Golden Girl
City of Heroes comics and artwork
CoV is also more graphically intense than CoH.
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Unless they're also overhauling the old zones to fix the existing performance issues, there's going to be some rather serious problems.
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Seems to me like that might be a bad thing.
As you can see, there is a big chunk of fully-rendered wall INSIDE that building, and it's not even visible from the outside! The computer is rendering two separate faces of two different geometries, and we only see one of them! I can only assume that the entire building is a bunch of textured cubes clipping into one another. It even has doors!!!
Isn't this inefficient design? Could it be that the lag of CoV (relative to CoH) is due to numerous number of these design flaws? |
If the HS algorithm is any good, then the decision to not draw a hidden triangle is extremely fast, so has negligible impact on performance. The only impact is the memory requirement to store the vertices of the model. Unless there are extraneous vertices along straight edges, that's not really a problem either. In fact, in the specific example given, not having overlapping models would require more vertices, and therefore require more storage space for the model.
CoV graphics lag comes from models with higher polygon counts than CoH, and overlapping surfaces where the near surface does not completely obscure the far surface (ex: grates on the floor in Grandville, or the webbing in the Tangle)
For clarity: Two opaque models overlapping is not a very big issue. One model with extraneous vertices, overlapping faces, or overlapping vertices can be a problem or not, depending on the way the model is rendered. Two overlapping models in which the near model can be seen through is similar to rendering the two models side-by-side.
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This issue is in CoH too?! Wow...

Grandville was horribly, horribly designed. There are buildings inside buildings.
Compare that to Peregrine Island where there is almost no wasted polygon anywhere to be found.
I hope there are lots of holes in Preatoria during beta so we get a good under-the-hood look of the world design.
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Wait, wait... what lag?
Oh, right... my machine is rather... um... new, so I wouldn't notice stuff like that. Nevermind. Carry on.

Oh, right... my machine is rather... um... new, so I wouldn't notice stuff like that. Nevermind. Carry on.
But now that I saw this...I was just speechless. This is REALLY a huge load on the machines if it's practiced regularly. I wonder if we can get a redname response on this...

Meh. This is nothing. Someone's clearly never been under Faultline before. :P
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@Razoras
I mean, by fixing this, the game could be improved significantly for the low-end computers. Not so much for higher-ends.

Building geometry probably isn't an issue. They're very simple structures, and even on a low-spec machine it probably wouldn't have a significant impact. The memory used by a simple building, which is generally a box with other boxes on it, and the textures, is not too big.
Other objects in the world have high poly counts, or significant particle effects, and there are some instances where it is clear that objects that shouldn't be getting rendered are anyway. The "doodad" count, to use Blizzard jargon, is far far higher in CoV than in CoH and a lot of them are also more complex than entire skyscrapers.
Why would a computer without a dedicated graphics card even be relevant in this conversation?
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@Golden Girl
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So today I had an interesting encounter.
I logged in, and realized that I somehow ended up spawning inside a building. No worries, I thought. A simple /stuck would fix that! But then I got curious and decided to zoom the camera in to see what's inside...
And these are pictures of what I found:
Figure 1
Figure 2
Figure 3
Figure 4
I have drawn the red lines to indicate the edges of the geometry. In Figure 1, I have just taken a picture from inside the geometry. In the rest, my character is standing at a single spot, and I have merely rotated the camera to get snap shots from inside and outside the geometry.
As you can see, there is a big chunk of fully-rendered wall INSIDE that building, and it's not even visible from the outside! The computer is rendering two separate faces of two different geometries, and we only see one of them! I can only assume that the entire building is a bunch of textured cubes clipping into one another. It even has doors!!!
Isn't this inefficient design? Could it be that the lag of CoV (relative to CoH) is due to numerous number of these design flaws?
If so...should we fix them?