• Decq@lemmy.world
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    6 hours ago

    Yes, just like msfs does. They still use polygons and shaders… Polygons that make up the terrain and more and shaders that sample png tiles as textures… Msfs really does not do anything different than other games, outside of streaming in the assets instead of pre-installing them. Not sure why people think it’s any different.

    • zalgotext@sh.itjust.works
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      1 hour ago

      Other games store those png tiles locally. Which, sure, increases the installed size of the game. Storage is cheap though, might as well use it right? Like, even if this article is off by an order of magnitude, 8Gb/h is still a ton of data to stream just to play a video game. If other games also do that, that’s news to me. But i was under the impression that games try to be as efficient as possible when it comes to networking. Storing all your texture tiles in the cloud and making your clients download and redownload them seems the opposite of efficient, or at least that they optimized for the wrong thing.

      • Decq@lemmy.world
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        15 minutes ago

        Thats why there is a cache, so you don’t re download every time… So only new locations you visit will be streamed, but it will still be way less than having to pre install maps with locations you might never even visit in game… I don’t get why this is so hard to grasp.

        Do you manually download all your maps from google maps/earth every time before you use it? No you don’t, you let the program figure out which parts you actually need and stream it to you. Same exact thing, fot the exact same reason.

        Storage is cheap

        So is bandwidth. 8gb/h is only 2mb/s which was maybe a lot 25 years ago. These days you can’t even get a connection slower than 50/100mb/s

        But i was under the impression that games try to be as efficient as possible when it comes to networking.

        Games try to be as efficient possible with their network code for real-time updates, so latency is minimalized. This is not at all important if you prefetch stuff minutes before you actually need it.

        • zalgotext@sh.itjust.works
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          7 minutes ago

          Thats why there is a cache, so you don’t re download every time… So only new locations you visit will be streamed

          K so why not just include that with the initial installation, if you’re gonna need to store it locally anyways?

          it will still be way less than having to pre install maps with locations you might never even visit in game…

          Or allow users to decide what areas of the map they want to fly in and just download that subset when the user requests it?

          Implicitly streaming that much data seems like a good way to piss off your users when they unknowingly saturate their bandwidth or bump up against their data cap.

          Do you manually download all your maps from google maps/earth every time before you use it?

          No, but Google maps doesn’t potentially use gigabytes of data per hour, and isn’t something I use for hours on end multiple times a week like a video game, except in relatively rare occurrences like road trips/vacations.

          So is bandwidth

          You pay for storage once and that’s it. You pay a subscription for bandwidth, plus fees if you go over your data cap. Bandwidth is absolutely more expensive than storage, and should be optimized for.

      • AlotOfReading@lemmy.world
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        45 minutes ago

        A highly compressed, global base map at 1m resolution is somewhere on the order of 10TB. MSFS is probably using higher resolution commercial imagery, and that’s just the basemap textures, most of which you’ll never see.