What was Ultima Ascension to us a couple of years ago, seems to be Everquest: Shadows of Luclin nowadays: insane system requirements and pre-release release :-). There's an article by a Verant programmer at EQCastersrealm, discussing just this problem. It's a long one, and a short quote here:
Come on guys would it not have been easier to just write more efficient code? You know, when Bill Gates tells me I will need 256K RAM to run a Windows OS I will feel you guys are not being complete idiots to require 512K RAM to run a... GAME! It's an APP for crying out loud!
Agreed - Unfortunately, it's an app that needs to be able to display any one of 500 or so textures on 28 character models, each with 100 or so animations, and countless equipment models, at any given time, with no previous notice.
With Luclin, unpacked, there is over 600MB of global data. (Animations, Effects, Textures, Models, etc.) The only alternative is to have them unpacked and loaded in from disk as new things come into range.
Unfortunately, every time that's been tried in other games, the practice has been decried because of the constant, sudden, harsh pausing that it causes. :/
Unfortunately, the code has little to do with it -- The size (2.5MB) and quality of EQ's code has only improved with Luclin, and continues to do so. Optimization and bug fixes are the priority right now. :) |