NPC locations and PCU limits on a testure map for CPU cycle gains?
I don't know this stuff, but on a recent 'Wayward Realms' dev post, they talked about their method of off-loading the CPU calculations for a million NPCs positional data onto a texture file, and therefore onto the GPU.
The video showed how, basically, each NPC has an X-Y-Z coordinate to manage, and on a texture file each pixel has an R-B-G value...which they just correlated the two. They said the GPU can rip through those calculations, in parallel, for huge CPU cycle gains on managing the real-time location and movements for all the NPCs on their world.
Could this benefit SE2 with NPCs? With multiplayer, when released? And most importantly, can this help the PCU limit? Have each block's location and movement offloaded to the GPU on a simple texture file?
I thought it was interesting, maybe a person with actual coding knowledge can say if this is a cool idea, or just basic coding techniques and Keen has their own more advanced methods they designed into VRage. Just wanted to help out, if it worked haha
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Maybe Physics, too? KSP had a huge CPU bottleneck with physics, same here, wondering if with some tricks this could off-load some of the collisions and physics calculations to the GPU renderer? Three values, not sure about floating point accuracy requirements, million data points...or would the bottlenecks just be moved?
Maybe Physics, too? KSP had a huge CPU bottleneck with physics, same here, wondering if with some tricks this could off-load some of the collisions and physics calculations to the GPU renderer? Three values, not sure about floating point accuracy requirements, million data points...or would the bottlenecks just be moved?
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