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Well said. It's really a fantastic game for it to have held our interest so much before release.
The video card stuff I really had to look into. I can totally agree with you on the one hand, but your way runs the risk of overspecialization. It makes access much less universal. IMO some classics are great because they just run, and it's through the benefit of years, open source, and grinders who kick the crap out of applications.
After my experience with Folding @ Home, a lot of clustered computing in the early oughts and a metric ton of bitcoin mining/farming, why couldn't this deployment work in a hybrid client/server peer-to-peer framework? It could totally blow out the constraints keeping this from being of MMO level. With modest blockchaining, the security elements would also be verified and tracked on a player basis by the minute.
SQLite Is just far too awful for an open world game. Using SQLite instead of MySQL for large databases, is like using LUA instead of C++ for the core game code. It might very well have been good enough back at the proof of concept stage, when making a demonstration to the higher ups of what the game is trying to achieve. But with actual players, more than a handful of NPCs, and an intensive building system? It runs like dirt; that's why the server FPS is so low on every damn sever. Transferring data to/from the database is done on a single ruddy thread.
As for the renderer, this game kills my 7850, which is on par with AMD's 6970. If you're running a card that doesn't support Vulkan, you're also running a card that's too weak for the game.
Moreover, the cost of not having Vulkan because the devs want to support ancient GPUs (the 7000 series came out in 2011!), is that even the biggest, best, and most expensive CPU from 2025 won't be able to run the game smoothly. So you end up with players being lost due to the CPU requirement.
You can also easily switch out a GPU. Bought a newer, faster one? Uninstall the drivers for your old one, take it out the motherboard, slot in the new one, ta-dah.
A meaningfully faster CPU? Look forward to replacing your motherboard, CPU, and RAM (e.g, moving from AM3+ to LGA 11510.
So the argument of having a far superior renderer would exclude users, is poppycock. Even if the game were to stick with Direct3D 11, and even if people played with amazing GPUs, the bastardized CPU performance requirement would exclude far more users.
This game needs a seriously robust database management system. SqLite just won't cut it.
The game is extremely hi-poly, and has huge numbers of objects being rendered at any given time. These two performance drains are made even worse when factoring in player bases.
Consoles, since their inception, have had APIs on par with Vulkan. Case in point, let's take an old console. Let's say, the Gamecube. The rendering API issued draw calls so fast, that there was no point in doing depth culling; the CPU cost of deciding whether or not to cull an object was far more costly than just issuing the draw call to render it. This is a console from 2001, the days of DirectX 7/8. The PS2 and Xbox had similarly performing rendering APIs.
Or let's take the Xbox 360. Each core in it's CPU is on par with a Pentium 4 @ 3.0Ghz. Yet, if there's one thing that decade old system was good at, it was issuing many draw calls across it's cores. The PS3? Wii? They too had blazing fast rendering APIs.
The Xbox One, Wii U, and PS4? You guessed it, blazing fast rendering APIs.
With Direct3D 11, the draw call performance is still nowhere near to the Gamecube's rendering API. Faster than Direct3D 9, sure, but the cost of calculating whether an object should be depth-culled is the same as just issuing the draw call.
That's the renderer Conan Exiles is using, an open world game with extreme object density. A rendering API that is not as fast as the ones used in consoles from early 2000.
But now, we have Mantle, Direct3D 12, and Vulkan. We have APIs available, that are supported by 5-6 year old consumer hardware, that have magnitudes better draw call performance, THAT ALSO scales up in performance almost linearly across cores.
There is no magic bullet for making Direct3D 11 faster. Instancing? Only of use when there are many copies of the exact same object present. Batching? The CPU has to combine entire models, and it's completely unfeasible for hi poly objects during real time.
An open world game with high object density is the exact opposite of what pre-Direct3D 12 APIs are designed, and intended, for.
Sorry to go back to a frequent example of mine. GTA. GTA IV on the PS3 was an achievement. GTA V on the PS3 was a relatively ugly suckfest. GTA V on the PS4 made such fundamental changes that with the new draw distances my driving was suddenly phenomenal. Can you unpack that "bunny-hop" progression?
The PS3's gimmick was that it had a bunch of cut down cores, that had high performance. The problem? They are a nightmare to use. The result? Devs just didn't use them, and if they did, they were very underutilized. The PS4 uses plain x86 like the PC, and has 7 or 8 cores available to be used.
But the biggest problem is that it had the equivalent of an Nvidia 7800GTX. It has an awful (by 2008 standards) GPU. The PS4, however, has a heavily optimized 7870.
And that's not even factoring in the huge boost in RAM & storage the PS4 and XB1 have over their previous generation.
They read it and most likely have pushed higher up the food chain. That's the way it was when I was in the software industry and we ran across something we had questions on answering. Once the higher ups responded, we responded.
So basically what you say ... They don't get answers, thus they are not active at all :D Well, then what's the point of having CM's if they don't do the most basic stuff which CM's do 'Communication' with playerbase ;p