![]() ![]() ![]() This way we optimise the amount of memory needed, the amount of calculations by the graphics card and the processor, and we get 60 frames per second. When the camera is close to the character, we give the texture a resolution of 2048 x 2048px, and the further away the camera is, the lower the texture resolution gets, down to 32 x 32 px. As the camera moves away from the character, details on the texture are no longer visible. Which is not the case in normal gameplay.Īn additional optimization trick which we implement to our game is the use several grid densities depending on the distance of the camera from the object. In game, the visual difference is almost unnoticeable until you bring the camera within a few cm of the character. These are designed to create a realistic shading model, replacing the dense geometry of the object. Next, we burn PBR textures onto the object. Thanks to this, an object that took up 1GB starts to weigh 1MB, which is 1,000 times less than originally. Each object created in our game initially consists of millions of polygons forming a model mesh, but is reduced by up to 95%. Unfortunately, providing excellent graphics and good optimization does not come easy, and we have to face technological challenges on a daily basis. ![]() In addition to historical accuracy, we are also making every effort to make our game look as visually beautiful as possible. As you probably know, for many months we've been working on Roman: Empire Wars - a complex real-time strategy game, which will allow players to take part in historical battles from the glory days of the great Roman Empire. ![]()
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