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Improve RAM usage when loading screen #7
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Well, the function manipulate (pixel x pixel) the overlay and the pitch file, with the lattest that has a really big resolution (4096*2048), maybe there is a way to blend the two texture together (shaders?), the perlin generation, I think, is more CPU intensive than RAM intensive... |
Hi Antonio. I found this is interesting idea for generate grass terrain but a disaster for performance. Generate yard last 10 seconds but it is increase more than ~350MB suddenly, as normal game just need ~150MB in gameplay or ~80 in main menu. I am thinking use Flyweight pattern (or this other Flyweight pattern doc) may be better to generate terrain. We can also improve Perlin algorithm to improve performance: Implementing Improved Perlin Noise And one more thing, a shader is different from a texture:
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I mean to use a shader to calculate the final texture between pitch and overlay without ciclying the two textures pixel by pixel and moving that to GPU instead of CPU. |
Yep, your idea move Perlin algorithm to shader is great idea. |
Hey there, i had a doubt regarding this game: So, if i want to create a player, for example a football player with an overall rating of 999 or 1 million ovr, such that he scores from goal to goal and cannot be tackled and is incredibly fast, how would i do that in the game's sources code? How to change the player overall in the game's source code? Please tell me how do i do this, because this has always been my dream modification in a football game, sadly fifa does not allow me to make 1 million ovr players, but i hope this game allows me? Please help me out? |
Discussion: #6
New issue report: Improve RAM usage when loading screen
When in loading team to game, loading data take ~ 500 MB!!
Note: I turn off MSVC compiler flags and linker flags for debugging sessions
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