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3 Dimensional Chat / FPS question

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GOD
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Joined: 23rd Apr 2003
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Posted: 6th Jan 2004 02:59 Edited at: 6th Jan 2004 02:59
Now this may seem like a dumb question (I woner how many posts have been started this way)but this is a question about FPS. Now i know that an in-game model has restrictions on the # of polys because it will slow the game down. But then I think that movies have characters with somtimes 100,000 poly + and still have no slow down at all. How is it that in-game slows down but in movies dont? I was just curious. Wow havent posted here in a long time. Thanks

~haXXor
Rage
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Posted: 6th Jan 2004 03:26 Edited at: 6th Jan 2004 03:27
Because your computer and cards needs to work more when you see polys and textures (3d models); and movie uses less resource because it's only sequences of frames with sounds. (3d models pictures + sounds)
UnderLord
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Posted: 6th Jan 2004 07:31
in other words on a 3d movie its just frame by frame in one frame he might be holding his arm up but in the next he is slowly letting his arm down and moving his arm down will take several frames befor its complete put it in a movie and the projector runs so fast that it makes it look like there are no frames.

3d games however do not have frames. your computer must sort out the code writtin and process it all very quickly to let a characters arm go up or down. sometimes character movement is in a .avi which is like a video format or somthing but will still slow down your computer becuase its still nothing like a 3d movie.

MX46 motherboard 1.7ghz 785mb's DDR ram gforce 4 mx440 se 64mb ddr dual vga gfx card with onboard lan/sound/graphics works great...sometimes
DJxDJ
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Posted: 6th Jan 2004 08:24
In movies, like Lord Of The Rings for example, you'd better believe there was slowdown. Characters like Golum that are thousands and thousands of polys probably took days to render a single scene. However, because they render to a movie file, you're playing back a tape of a render, rather than rendering it at playback-time.
Shadow Robert
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Location: Hertfordshire, England
Posted: 6th Jan 2004 09:37
the difference is drawing time really. To put it as simply as possible...

it's like you drawing, if you get a peice of paper it is quicker for you to draw a stick man doing an action than it is to draw a beautifully detail peice of artwork.

thankfully your graphics card is now fast enough to draw stick men in realtime, but they still lack the power to doing the detailed artwork as such. So the only way to view them is to have the pre-rendered by a much faster machine than yours

i mean it's all quite simple when you think of it from that perspective ^_^
if you think about it each polygon is like a single stickman, the more it has to draw the more time it's going to take... then it has to colour them in and then detail (texture)


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Hamish McHaggis
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Posted: 6th Jan 2004 22:46
In movies each frame is processed and saved as a picture file which can be shown straight off when playing the film, this process can take as long as it wants. In game, all the computer has is the 3D coordiantes of all the models, and they have to be turned into 2D coordinates using 3D maths, which would be the main cause for slowdown, then there are other things like input, special effects and the processes of the game. This is all done in real time (at the time you are playing the game) as the computer doesn't know what you are going to do next. Basically cg films are recorded just the same as regular films.

Do you bite your thumb at me sir?

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