Hearts of Oak: Conquest of the Seas is a non-commercial PC game being developed by PiratesAhoy!, and is to become the historical seafaring game to end them all! Fun, realistic gameplay on land and at sea, set during the Age of Sail, will provide extensive free play, exciting scripted storylines and intense multiplayer scenarios.
and it didn't crash? nice
but only 7.5 FPS ^^
But only 15 mil polygons in the scene :P
The closer you get to that many boats, the more LOD 0 models you end up rendering. You can get better performance further away simply by poly count. Once the ship model has a LOD 1-3 model tied in then it will be a lot less polys rendered. As this was a stress test it was actually fortunate to have them all locked at 0.
What about occlusion culling and distance culling? Doesn't CrySDK do that automatically (like UDK)? Sure tweaking LODs is gonna help. but there should already be some optimisation done by Cryengine itself. It's a lot of boats, but it's only one model/material and no animations, etc. So this should render okay (like it does), but I'd actually expect better frames by default.
I have distance culling disabled (well, set for 30km) in my development environment for most items. The draw distance for the settings I was using in the videos and pics was 8km so everything should have been active physics wise at the time.
The engine does a lot of optimizing and did quite well doing the calculations for this many vessels. Our big concern was that having each individual boat moving with the waves would be a large strain on the engine, when in reality it wasn't. Once the boats are drawn with LOD I imagine we will see quite a performance increase.
One thing that was decided early on was to use the same textures/materials for all vessels in order to minimize the overhead cost of loading in unique ones for each boat. With CryEngine able to color each one uniquely, it should be a nice effect and save quite a bit of processing and draw cost.
Smart moves and yeah! I have lately been working a lot with the kind of modularity you describe. And it will definitely work with the ships well, because they are pretty high res models after all. From my experience engines handle more geometry much better than additional draw calls. I'm certain you are on the right track!
I'm assuming the ability to color ships differently is done through preset pallets?
i want all this ships with me while atacking other ships and taking cities