Basically Unity can manage it if game objects and their logic, physics, timesteps etc. are out from standard Unity framework.Nebukadnezar hat geschrieben:Seien wir realistisch, ich glaube auch nicht, dass die Unity-Engine aktuell über 4.000 Einheiten gleichzeitig darstellen kann (und, wie ich an anderer Stelle schrieb, bräuchte ich persönlich (!) auch nicht so viele).
But certainly not on such a scale as if the units were 2D. If Sust can handle: 50000 map objects, 800 houses and 1000 units per player so new engine and PC today hw specs can handle maybe 10x more? In 3D its 10x less. Even though the view is limited by perspective camera.
Ashes of Singularity is more AMD tech demo than standard game and they have direct support from AMD. If you look at screenshots so terrain has no details, there is 0 map objects, only few low poly trees and thats all + maybe 20 different units + game logic is very simple. All this helps render units in large quantities.kackspecht hat geschrieben:Brauchen wir keineswegs. Es gibt mittlerweile Multithreading und DX12/Vulkan. Heutzutage sind sogar mehrere zehntausend Einheiten möglich. Das hängt davon ab, ob die Entwickler alles in nur einem Thread berechnen lassen wie RTS vor 10 Jahren oder vom Multithreading-Feature der Unity-Engine Gebrach machen. Für Sudden Strike wäre die Möglichkeit von tausenden Einheiten schon ausreichend für große Gefechte.
Btw. DX12 and Vulkan API's are big problem for large company, for small devs its dream. Maybe in the future. Unity has a generally poor performance - lags, drops, freezing, bigger games try to burn your computer especially if you have older graphics card and it's impossible to optimize on low level, almost everything is bottleneck. No threads or DX12 cant help there. Half of Sust2 is probably programmed directly in assembler a very well optimized so it makes a huge difference. Same Ashes of Singularity have own engine.