@staryoshi06 said in 32 vs 32 game modes ?:
@nick-kim Have you ever heard of an LOD system?
The graphics card only loads whatever you need to actually see.
Let me explain how it works.
Level of Detail vs. Video Memory
For speed reasons, the graphic card need to keep all needed assets for LOD in ram at once.
The graphics card prepares all the asset even before those assets are on your screen.
Mipmapping is a type of LOD for textures.
Mipmapping is handled by the GPUand is seperated from LOD which is concerned with meshes.
In general, meshes take up video memory.
MipMapping can be affected by a LOD setting if there is no separate Mipmap size/distance setting.
For example = Closer than distance x, the highest resolution texture is used, between distance x and y, a half size texture is used, between y and z a quarter sized texture is used, and beyond z a 1/8th size texture is used.
Even if the assets are not on your screen yet, the assets are being prepared in graphic card ram.
The graphic card prepares all the assets even before being used and LOD changes the texture size of those assets based on the distances.
[ TLDR ] Bigger Map = More Processing Power Required
However , I am not here to talk about how graphic cards work.
My point is that these Sandstorm maps are designed for large player count.
Sandstorm maps are huge but we have only 16 players per team.
Insurgency 2014 maps are fine with 16 players per team because Insurgency 2014 maps are small.
Sandstorm maps are much bigger than Insurgency 2014 maps = Sandstorm maps need way more than 16 players per team
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Small Map + Small Player Count = Good
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Big Map + Big Player Count = Good
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Small Map + Big Player Count = Too Crowded
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Big Map + Small Player Count = Feels Empty
Considering the size of Sandstorm maps , we need at least 32 players per team.
Big Map + Small Player Count = You have to run through empty ghost towns without any fights.
My proposal = Let us choose max player count before queuing