FPS in mmorpg (Open GL 1.0)
Budget: $250 – $750 USD
We are seeking a highly skilled developer to enhance the performance of our MMORPG game, developed using OpenGL 1.0.
The game is an old mmorpg made in the year 2003.
The open gl version must be kept at 1.0
Before joining the job, take a look at it and see if you can find a solution, 2 programmers have already tried this and were unsuccessful. The last one who worked told us this:
it wont increase performance, i told you there is problem with "how the vertex data manipulated" so my approach will not work, the problem is : the models or meshes vertex data, are updated each frame which will not make my approach practical, i have nothing to do in this case.
Improving the FPS (Frames Per Second) of an MMORPG using OpenGL 1.0 can be challenging, especially if the issue lies in how the vertex data is manipulated and updated.
Static geometry, which doesn't change often (like the terrain or buildings), can be loaded once and drawn as is without constant updates. Only update dynamic geometry like character models that change frequently.
If the models or meshes' vertex data are updated each frame, consider separating static and dynamic geometry
Please note that the project focuses specifically on optimizing the game's performance for low-end PC systems. Therefore
The game is an old mmorpg made in the year 2003.
The open gl version must be kept at 1.0
Before joining the job, take a look at it and see if you can find a solution, 2 programmers have already tried this and were unsuccessful. The last one who worked told us this:
it wont increase performance, i told you there is problem with "how the vertex data manipulated" so my approach will not work, the problem is : the models or meshes vertex data, are updated each frame which will not make my approach practical, i have nothing to do in this case.
Improving the FPS (Frames Per Second) of an MMORPG using OpenGL 1.0 can be challenging, especially if the issue lies in how the vertex data is manipulated and updated.
Static geometry, which doesn't change often (like the terrain or buildings), can be loaded once and drawn as is without constant updates. Only update dynamic geometry like character models that change frequently.
If the models or meshes' vertex data are updated each frame, consider separating static and dynamic geometry
Please note that the project focuses specifically on optimizing the game's performance for low-end PC systems. Therefore
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