Fair enough just make sure they know how many materials they're adding to scenes Vs taking away. Modding usually means adding content and if the base game runs juuuust good enough a mod will just make the FPS worse. It's very possible to make this run better than the base game it's just a case of planning things out.
Q : are the meshes being rigged and animated as one piece or are they many pieces e.g (head, hands, chest, legs, weapon) then combined in a player blob or whatever bannerlords equivalent is? This can save massively on performance in terms of CPU usage. GPUs these days have giant testicles yet most games don't take full advantage of a good CPU and bottle neck fast with animated cplayers.
Servers are worse, main reasons we can't have 2000 player battles is because no one has created a game engine that can use more than one core for online calculations which is completely fine for 64 players online matches but for our greedy community we want big old shlong lines.
Here's all my punctuation I was too lazy to use. *,,,.,,,..!?.??.*
Thanks, I'm very interested in the project.
Thanks for sharing your ideas with us, Marks. Rest assured, your concerns are our concerns too.
Also, we need to test this before we can finalize some things. We, as a team, realized that when we are currently fighting 500 vs 500 bots in the Hougoumont stage, we experience 20% performance loss. The reason for this is that we made the polygon number of the Muskets high and we added the beautiful texture version of the Charleville 1777 Musket, which we accidentally called "Special Musket", to the game, making it 5,000 polygons. But when we removed the musket and replaced it with "Brown Bess" and other standard "Charleville" musket, the performance loss was greatly reduced. These performance losses are not critical but will be fixed.
As for the uniforms, they are designed with great care and are made with historical accuracy and compatibility in the game. We're going a little slow, but I can guarantee you'll see some really cool uniforms.
25-30k uniforms, (medium size according to Bannerlord system)
Most armor in Bannerlord is between 30-60k.
It is made in many parts. (As head, hands, chest, legs and weapon) We are trying to combine this in mod tools + add animations and integrate it into the game.
We do not intend to keep an abundance of animation alive.
Bayonet Attach/Detach, Weapon Loading, Emote Animations this much will be enough for us.
There is a situation like this and I want to explain this situation.
In our meeting with Taleworlds officials, they said that the servers will be given to the community sooner or later. But there is also the situation that servers are high-performance servers compared to Warband, even servers with video cards, if they do not fix this, it may lead to high costs if they continue.
Our goal is to play events as stable as 500vs500 as a maximum, if we can achieve this, it's okay, but this is the final stage. If not, 250vs250 would still be a good number.