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Regarding Ubisoft, draw calls, polygon counts and WAN show, from a game developers point of view

How would you know if they weren't made by the same studio ? they have other titles to.

what are you trying to say even?

"Unofficially Official" Leading Scientific Research and Development Officer of the Official Star Citizen LTT Conglomerate | Reaper Squad, Idris Captain | 1x Aurora LN


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what are you trying to say even?

Really I don't know I just woke up, ignore what I said above.

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Really I don't know I just woke up, ignore what I said above.

alright haha :)

"Unofficially Official" Leading Scientific Research and Development Officer of the Official Star Citizen LTT Conglomerate | Reaper Squad, Idris Captain | 1x Aurora LN


Game developer, AI researcher, Developing the UOLTT mobile apps


G SIX [My Mac Pro G5 CaseMod Thread]

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If I hadn't read your thread I would of taken Assassins creed as a game out of the ubisoft bundle which comes with my graphics card as I thought it was a few bugs not just an un-optimized mess. So thanks!

 

Also very interesting read, I have only ever read about game design as I specialized in web design but I guess poor optimization is poor optimization whichever code is being used.

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Have sent this to @LinusTech, as to correct him on his statement from the wan show regarding Notre dame being a problem for AC:U due to its high polycount or something like that, and he said to post it here as well, to maybe enlighten some of you about it :)

 

Hope this clears some confusion over what is going on with unity and what people assume are the problems

Regarding how they built the cities and characters with their own set of textures and animations , i don't know if they allowed each building to make their own draw calls 

 

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  • 1 month later...

great read thanks luka , I don't know anything on the graphical subject so it's always interesting to know how it's done

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