Sliders are just modified weights and vertices applied to different polygons. We can do this quite easily and quite resource-efficiently in loads of games--see any game with a realistic physics engine, which is even more problematic than sliders since the physics stuff is calculated in real-time instead of beforehand.Â
Non-MMO example: Mass Effect 2 and 3 use a code system to tweak the face polys and textures for your custom Shepard. Is it slower than using a predefined Shepard model? Sure it is. Is that slowdown noticeable? Not on modern hardware. I bet if I did some tests against default Shepard and a customized Shepard, the FPS would be virtually identical, all other things being equal.
3D rendering doesn't actually store anything "physical." It's continually drawing all the polygons and applying textures to them, so a face or body with sliders is mathematically and functionally no different to the game engine as one without them.Â
Either way, sliders or no sliders, the engine uses maths to draw the picture. The engine doesn't care if the maths are slightly different because modern PCs with gaming-level GPUs can do both integer and floating point calculations at absurdly ridiculous speeds.
Non-MMO example: Mass Effect 2 and 3 use a code system to tweak the face polys and textures for your custom Shepard. Is it slower than using a predefined Shepard model? Sure it is. Is that slowdown noticeable? Not on modern hardware. I bet if I did some tests against default Shepard and a customized Shepard, the FPS would be virtually identical, all other things being equal.
3D rendering doesn't actually store anything "physical." It's continually drawing all the polygons and applying textures to them, so a face or body with sliders is mathematically and functionally no different to the game engine as one without them.Â
Either way, sliders or no sliders, the engine uses maths to draw the picture. The engine doesn't care if the maths are slightly different because modern PCs with gaming-level GPUs can do both integer and floating point calculations at absurdly ridiculous speeds.
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