LeroyJenkins@lemmy.world 2 months ago
3d terrain tile streaming takes a crazy amount of data. it essentially downloads hundreds of png files at a time and overlays them over 3d terrain data. Everytime you move an inch or pan the camera, it pulls down new data.
zalgotext@sh.itjust.works 2 months ago
That seems like a wildly inefficient way to render things
AlotOfReading@lemmy.world 2 months ago
MSFS implements optimizations on top of that (progressive detail, compression, etc), but that’s how almost all map systems work under the hood. It’s actually an efficient way to represent real environments where you don’t have the luxury of procedural generation.
Decq@lemmy.world 2 months ago
That’s literally how every 3d game works (barring a few procedural games maybe). Now they just stream those texture and meshes as needed and presumably cache them.
Don’t get distracted by this terrible piece of an article. It never states how long this peak was. It could have been just 100ms. So interpolating this to 81gb/h make no sense at all. It’s just pure click bait.
In the end only the total volume downloaded matters (which the article of course doesn’t mention). Why wouldn’t you want to receive that as fast as possible?
LeroyJenkins@lemmy.world 2 months ago
it’s not the same. 3d games use polygons and shaders and whatnot. you can optimize things much easier in that space since it’s a lot more computational. 3d tiling is literally a bunch of png files being streamed down.
Decq@lemmy.world 2 months ago
Yes, just like msfs does. They still use polygons and shaders… Polygons that make up the terrain and more and shaders that sample png tiles as textures… And much more
ngwoo@lemmy.world 2 months ago
The world they built for the game is hundreds of terabytes, it’s really the only way to do it without forcing players to preload tiny chunks of the world and restrict their flight to only the ones they’ve downloaded.