Quote: "Yeah i can understand that they use a lot of techniques, but still Original WoW handled massive worlds, trees, cities etc. How they managed this that long ago amazes me! "
From what i've been told in the past by a friend of mine who used to work Mythic/BioWare, MMO engines and single player game engines operate differently, and the way they do it is mostly in two categories (i'm writing this from a very old memory of something he told me when he was working on warhammer online so I may get it mixed up and not explain it very well):
1. MMO engines are designed around architecture that (as said above) uses smoke and mirrors to achieve performance as well as extremely low polygon objects that use textures to create the illusion of detail, as well as a lot of LOD models.
and
2. The biggest difference with MMO's, is that you are not running the whole game on your PC, you are running a client that interprets data from the sever, then loads the models and images on demand, that means a majority of what you see on your screen is being streamed on to your screen piece by piece as you move along and "uncover" them instead of loading up a whole level in one go as most single player games do. This means a lot of the stress from the client is shifted to the CPU rather than the GPU, freeing up graphics resources and using less memory, thus keeping the FPS more stable.
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