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New SA Client

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TheGrimmOmen

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Nah, that is definitely not it. KR and SA are both built upon the GameByro engine which run such games as Civilization 4, The Elder Scrolls 4: Oblivion and Fallout 3. It can handle quite easily much more graphically intense games than Ultima Online, especially since the amount of polygons on screen are minimal. KR/SA use polygons only as 'billboards' to project the sprites onto, so maybe at most its using a couple hundred to a thousand polygons on screen for graphical display purposes.


No such luck.
Texture usage plays a heavy role in the stability of any game. In UO, our actual poly count is relatively low, but UO is a texture heavy game (2D games generally are - much less ones that have been around as long as UO). Just because you're not having to draw gozillions of polys doesn't mean you're not pegging the capabilities of a video card by cramming texture data down it's throat. Art was able to contribute to SA's stability by optimizing our texture usage. It was a huge undertaking and despite the trade-offs, was a step in the right direction IMO.

-Grimmy
 

TheGrimmOmen

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But that doesn't answer the question as to why the Legacy art is pixelated to begin with. If it's something the devs consider an issue that they intend to fix then please make a statement to that effect.
The reason the legacy art is pixelated is simply because they couldn't use aliasing and maintain a decent border around the animations when the background was chroma keyed out. There is no plans to attempt to "fix" this at this time, and honestly, I wouldn't want to - but that's just me.

-Grimm
 
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