Jump to content

Wardensity RTS update


ohmed
 Share

Recommended Posts

Attention! screenshots:
 
image.jpgimage.jpgimage.jpgimage.jpg
 
 
Hi, Everyone!
 
Today our NWG team would like to present you a new video of our Wardensity RTS game. Eight month ago we have shown you a small trailer. A lot of improvements was done during that time. Most of them were aimed to increase performance and reduce RAM & CPU usage.
 
Some stats to compare:
 
1. old version:
 
         - 2000+ mb of RAM
         - 400+ mb on GPU
         - 15-20 fps on 1366x768 screen
 
2. new version:
 
         - 150-350 mb of RAM
         - 100-200 mb on GPU
         - 30-40 fps on 1920x1080 screen
 
Lots improvements:
 
         - absolutely new flora sys [ unlimited count of flora objects on map ( ~1k objects on screen [ there is even a wind effect :) ] ) ]
         - far more units than before [ ~1k on the screen vs. ~100 before ]
         - new terrain system [ it's much more detailed now ] & a better texture quality [ map size is now 4 times larger ]
         - all models are fully redesigned
         - gameplay is slightly changed [ to build buildings you now need engineers ]
         - some graphics effects was added [ FXAA antialias, BumpMapping, HDR, etc. ], and now we use our own engine `NWE` [ Next Web Engine ]
         - pathfinder search time has been decreased tenfold
         - code base is now about 100k of lines!
 
What will we do next?
 
         - work, code & work again
         - apply to Tizen App Challenge [ yep, we have ported Wardensity to Tizen & Android! I must say, it's awesome! And there will be other post about this... ]
         - we are thinking about crowdfunding [ IndieGoGo or Kickstarter ], because now we are using our own money.
         - beta testing will be started soon [ don't know exactly when yet ]
 
Our next post will be displaying new attacking system.
 
And the new video:

 
If you have some questions or suggestions, you are welcome to write down in comments!
 
Also you can look for new information on our blog.
Link to comment
Share on other sites

Very cool. I'm just wondering if the choppyness of the game is in youtube video, or if you are finding there's framerate issues in game. Just the first thing that stood out to me.

Choppiness is caused of video recording and huge amount of converting. 

 

After almost a year of work with performance issues we are experiencing very high framerate for such a heavy game

Link to comment
Share on other sites

Yep. It's something with recording [ezvid, machine: intel i3, intel-hd 3000, 4GB of ram, 1366x768 screen res]. Made some tests

 

On the game start: 39 fps with post-processing and 48 without.

1.jpg

 

And with units [~500 on the screen & ~1000 on the map] 31 fps [38 without post-processing]:

2.jpg

 

 

And about memory if you don't believe :)

3.jpg

 

And its +/- the same when players play for a long time (about 250-300mb)

Link to comment
Share on other sites

  • 1 month later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...