Matthias99
Diamond Member
- Oct 7, 2003
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Originally posted by: Jeff7181
Originally posted by: Matthias99
Originally posted by: KruptosAngelos
They have to scale it down in UT because it's a multiplayer game, multiplayer games require more power.
This statement makes no sense. If anything, multiplayer games should be LESS stressful on the system, since the local CPU does not have to do any AI/physics calculations. The GPU doesn't care if it's a singleplayer or multiplayer game.
Why wouldn't it have to calculate physics? There's also the added burden of updating the position of up to 60 more players.
1) In most multiplayer games, the server handles all the physics calculations. It would be very unusual for such processing to be done client-side (except for maybe things directly affecting your character, so that it doesn't have to wait for the server to get back to you before updating your position). In a single-player game, all physics calculations have to do be done locally.
2) Again, the server (usually) tells the game where to put the other character models. It's no worse than a single-player game with many active objects -- probably better, because it just does whatever the server tells it to. Actually rendering the models takes the same amount of processing time/power regardless of how the game state is communicated.