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Can you provide clarification regarding the updated referred to as "double precision"? Is this only to update map size or will it allow the game to use more memory, as it relates to the 64-bit update?asked by EKS

TL;DRDouble precision is meant to enlarge the map and fix world-space precision errors like helmet jitter far from the origin, while memory use is a separate matter of the game already being compiled as 64-bit.

So in this particular case when we're talking about double precision, yes the goal is to update the map size. Basically with single precision what you end up running into a lot of times is precision errors, meaning that in world space - and that's what we're talking about when we say "double precision" is world space double precision - it is like increasing the fidelity of your grid. And so, when you normally in single precision have a whole bunch of different things attached, like for example the helmets - have you guys noticed if you really far off to the edge of the map your helmets and your visors can start to jitter and shake a little bit? The reason you're seeing that is because they are are only about, I think it's 8cm from your face, so as you are out, say 5000m from the origin of the level, it's now trying to calculate your world position but then maintain accuracy for something that's only 8cm from your face. And as it starts to round things - since it only has so many bits that it can store the number in for your position - it starts to introduce more and more error. And it gets compounded when you're doing things like, especially on the visor where it's the origin of the ship, then you do a bone transformation to find the pilot seat, then you do a transformation to find the characters head, and then you do a transformation to curve the shader of the glass... and all of those math problems are just compounding the error more and more, and then every frame when it does that you get a slightly different result which gives you the jitter. So that is what we're trying to do, and then with double precision you get maps that are potentially so large that it's never gonna be an issue.Now, when we talk about allowing the game to use more memory, that's more of a Windows thing, and how Windows sees the game. So currently we compile the game in 64-bit so it has the memory capacity of a 64-bit game, so it's not limited in that capacity. But that is a Windows standard, not a "we're doing that in the engine" standard - that's how you compile it.

Yeah, I'd say anybody that's done a lot of modding, let's say Unreal or Quake, you know the hall-of-mirrors effect you'd get when you compile a map - that's a precision error. That's a case of a vertex not being exactly where it should be because it's been rounded, and it creates an error and you get that kind of effect.

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10 for the Producers›Episode 03 (2015.01.12)·
Published on this date.12 Jan 2015