• LeroyJenkinsEnglish
    arrow-up
    35
    arrow-down
    2
    ·
    18 hours ago
    link
    fedilink

    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.

    • zalgotextEnglish
      arrow-up
      11
      arrow-down
      1
      ·
      11 hours ago
      link
      fedilink

      That seems like a wildly inefficient way to render things

      • AlotOfReadingEnglish
        arrow-up
        9
        arrow-down
        0
        ·
        9 hours ago
        link
        fedilink

        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.

      • DecqEnglish
        arrow-up
        5
        arrow-down
        1
        ·
        9 hours ago
        link
        fedilink

        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?

        • LeroyJenkinsEnglish
          arrow-up
          5
          arrow-down
          0
          ·
          6 hours ago
          link
          fedilink

          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.

      • ngwooEnglish
        arrow-up
        2
        arrow-down
        0
        ·
        9 hours ago
        link
        fedilink

        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.