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Our company is a legal company dealing with visual services and products. We have been providing this kind of online products for many years, and we promise account safety and fast delivery. Welcome to visit our website to know more. Here is the news from http://www.mmorpg.com
Architecture Updates
     Rui Casais, our CTO (Chief Technical Officer) can enlighten us on what this integration means for the game's core systems
     On the larger scale, one of the most significant is that we have changed how the game handles collision and introduced the nVidia PhysX on both client and server. PhysX is twice as fast as our old collision library and greatly improves the performance of our gameservers, leading to lower load and therefore a smoother experience. Though it might not be something that players will ever even realise (hopefully, as we aim for a smooth transition!), it potentially has a great benefit behind the scenes.
Then we have also done smaller things that users will notice, improved the games launcher and patcher structure. Including things like allowing the patcher to include the installation of DirectX, so no more manual updating necessary for our users!
     Then we’ve made many, many small improvements behind the scenes to some of our core systems and tools:
Rendering Updates
     The Infrastructure isn’t the only technical part of the integration however and we are also rolling out quite a few updated rendering features and performance improvements. Here we hand over to Fred Richardson, our Lead Rendering Programmer
     The engine has been changed to use “light pre-pass approach”. This gives us the ability to render a large amount of lights simultaneously on screen, while maintaining both performance and material diversity. This also means that lighting in general is of higher quality, and that future content we produce will be able to fully take advantage of this.
     We have implemented a much higher quality shadow system using an internally developed technique called “Adaptive shadow mapping using Multi-resolution filtering”. If you’re curious about how it works, details on this technique will be published in the upcoming GPU Pro 2 book. In practice, this means higher quality, faster and you’ll potentially have shadows as far as the eye can see!
     Local lights can now cast shadows, and not just a couple, we can have dozens of them doing it simultaneously. This will be mostly noticeable in future content, as it is one of those things we can use in the future rather than something you will notice immediately.
Class confirmations
     One question that we always see crop up after these monthly development updates, is ‘are you still looking at class x?’ or ‘class y wasn’t mentioned, omg, you must have forgotten about them!’, so we thought we’d make sure that we confirmed clearly for you what is next on the horizon there. Guardians can rest easy, the focus is still there for 2.1 and that class can expect to see some significant updates during the update series.
     There are of course also the usual additional amount of other tweaks and updates as well, but more on those as we get the versions to the test server!
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