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Thread Statistics | Show CCP posts - 13 post(s) |
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CCP LogicLoop
C C P C C P Alliance
417
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Posted - 2013.08.23 07:51:00 -
[1] - Quote
Mac Dac wrote:So my question is does CCP plan on making the maps use multiple sockets? Maps do use multiple sockets. They are all over the place. Most (notice, most, not all) geometry you see is in sockets. Except for Line Harvest and Manus Peak.
Mac Dac wrote:If so how many could you iterate at once as a rough guess? I am not sure I understand this question. Are you asking how many can we make?
Mac Dac wrote:Could you use the entire map? Not entirely. The sockets and the radius for when and where the high detail and low detail loads limits us to how close they can be. We use a point system internally to determine which combinations can be near each other. But if we follow that rule, we could "technically" fill an entire map with them, but there would be space between most if not all of them.
Mac Dac wrote:Can the sockets interact with eachother ie. a sky bridge or a simple pipe running from one SI to the next? Not really.
Mac Dac wrote:Is it posible to move sockets around? As a player? Or as a dev? We place the sockets where want them. If we need to move one, we will. But typically once one is down, it shouldn't be moved by us unless it needs to be. So this most likely would not happen.
Mac Dac wrote:And finally Can you increase the socket sizes without causeing any problems? Think of the socket as a static object that loads in other objects inside of it. So we have three fixed sizes of sockets. Large, Medium, and Small. We could increase or decrease the size, but that would mean replacing the socket with a socket of another size. We can not change the size of them specifically in a dynamic way. The closest way we could simulate that is to use a large socket, then have various large sockets built to be the size of the other smaller sizes.
Mac Dac wrote:Thank you any answers would be nice. Cheers. |
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CCP LogicLoop
C C P C C P Alliance
441
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Posted - 2013.08.26 00:28:00 -
[2] - Quote
Soraya Xel wrote:CCP LogicLoop, you forgot Ashland. AFAIK, it has 0 sockets. ;)
You are correct! In fact, more accurate than I. Because even line harvest has two mediums. |
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CCP LogicLoop
C C P C C P Alliance
441
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Posted - 2013.08.26 00:36:00 -
[3] - Quote
Mac Dac wrote:[quote=Mac Dac] 1. i actually ment multiple large SI ie. a orbital artillery large socket and a communication large socket. 2. i ment how many large or medium sockets (don't care much about small) SI could be on a map at once without causeing problems. 4. aww thats disappointing 5. i wanted to know if sockets were in different locations on the same map (depending on the planets ) or same locations on different maps. it seems like we always play on the same corner of the map everytime just with different SI. thought it would add variety if sockets would change location around the map so we can use the mountains and plains that we always see in the background. 6. ok thanks 7.
1. This is not possible due to memory limitations. You will unlikely see this happen, and if it does it would be a very long time from now. 2. I am not a 100 percent sure on the amount. But for every one of them loaded, even in its lowest LOD is taking up more memory. We typically done have more than 4 mediums I have seen, and of course 1 large. I have been told never use more than 1 large. 3. ? 4. 5. Yes, that would be cool. I have been discussing ways to at least try to make the land different. The biggest would be making terrain sockets. At least to add some variety to the terrain its self. 6. Sure. 7. |
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CCP LogicLoop
C C P C C P Alliance
443
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Posted - 2013.08.26 07:23:00 -
[4] - Quote
Doyle Reese wrote:So by being unable to use more than 1 large socket on your terrains, this would mean that the vision CCP had regarding have a MCC travel from one region of the terrain to the other impossible no? Unless you put everyone in the MCC and load the next part of the map (which would effectively be loading a new battle)
Currently yes. Though eventually this could probably work. It would be a matter of how things are loaded up.
We did have MCC's moving in skirmish 1.0. Thet just started at point A, moved to B, C, D, or however many we wanted until it docked with the outpost / large socket. But going from large socket A to large socket B on the other hand has never happened since I started working here. It only ever went to a single large socket. |
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CCP LogicLoop
C C P C C P Alliance
447
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Posted - 2013.08.27 00:27:00 -
[5] - Quote
Ultimately it is most likely possible given they are far enough apart. The issue is, they have a very LARGE radius on where the high LOD loads up. If those two radii touch, then it will be too much. They just can not touch. |
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CCP LogicLoop
C C P C C P Alliance
463
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Posted - 2013.08.27 07:29:00 -
[6] - Quote
Aeon Amadi wrote:CCP LogicLoop wrote:Ultimately it is most likely possible given they are far enough apart. The issue is, they have a very LARGE radius on where the high LOD loads up. If those two radii touch, then it will be too much. They just can not touch. Interesting. Does that apply for Large sockets as well? Thats what we are talking about. Large sockets. Well all sockets. The bigger the socket, the larger the radius is for when it begins to load in / out the high detail versions. |
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CCP LogicLoop
C C P C C P Alliance
481
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Posted - 2013.08.28 00:15:00 -
[7] - Quote
Mac Dac wrote:CCP LogicLoop wrote:Aeon Amadi wrote:CCP LogicLoop wrote:Ultimately it is most likely possible given they are far enough apart. The issue is, they have a very LARGE radius on where the high LOD loads up. If those two radii touch, then it will be too much. They just can not touch. Interesting. Does that apply for Large sockets as well? Thats what we are talking about. Large sockets. Well all sockets. The bigger the socket, the larger the radius is for when it begins to load in / out the high detail versions. OH I'm hearing good stuff... by the way is this a recant discovery or did yal already know this but were figuring out the best way to implement it in game.
The radius topic? It's been known since we made them. |
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CCP LogicLoop
C C P C C P Alliance
482
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Posted - 2013.08.29 00:19:00 -
[8] - Quote
J-Lewis wrote:So it's a RAM shortage problem then?
Yes. Outside of just the geometry you see, it also takes into account lights, fx, collisions, physx, animations, character models, textures, etc etc. A lot of stuff is actually loaded. And the low LOD is also still taking up some memory obviously. Just not nearly as much as a fully loaded area. |
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CCP LogicLoop
C C P C C P Alliance
494
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Posted - 2013.08.30 00:20:00 -
[9] - Quote
Zeylon Rho wrote:CCP LogicLoop wrote:J-Lewis wrote:So it's a RAM shortage problem then? Yes. Outside of just the geometry you see, it also takes into account lights, fx, collisions, physx, animations, character models, textures, etc etc. A lot of stuff is actually loaded. And the low LOD is also still taking up some memory obviously. Just not nearly as much as a fully loaded area. If it's already an issue now, does that bode poorly for adding 2x Dropships, 2xLAVs, 2x HAVs, 3x Heavies, and 2x scouts just to finish out the current set? To say nothing of speeders, etc...
That's an area I am not sure I am best at answering. Not to imply some sort of bad news. It's just not something in my brains databanks. |
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CCP LogicLoop
C C P C C P Alliance
498
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Posted - 2013.08.30 05:01:00 -
[10] - Quote
Aeon Amadi wrote:CCP LogicLoop wrote:J-Lewis wrote:So it's a RAM shortage problem then? Yes. Outside of just the geometry you see, it also takes into account lights, fx, collisions, physx, animations, character models, textures, etc etc. A lot of stuff is actually loaded. And the low LOD is also still taking up some memory obviously. Just not nearly as much as a fully loaded area. I'm sure this already part of some five year future goal but I have to ask: What would the complications be with seamlessly loading 'zones' by proximity like some Console MMO's (Everquest Online Adventures for the PS2 being a good example) in terms of the different maps in Dust 514? They're mostly on the same map as is, just needs the sockets to load up - so would that potentially be a better alternative to having everything take place on one large map? http://i.imgur.com/cuOuN8q.jpg
Its all the same map when we talk about the planets. Plateaus, Craters, Mountains, etc. So its technically feasible to do. We would just need to code in that kind of support for loading up the other game mode areas as you travel from each.
Each game mode level Skirmish, Ambush, OMS, Domination are their own levels that are loaded on start of the battle. But they mainly hold the entity data. However, in some cases static meshes vary from each game mode in the same game mode area. So a little dancing around of what is intended would have to happen. |
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CCP LogicLoop
C C P C C P Alliance
512
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Posted - 2013.09.02 00:23:00 -
[11] - Quote
Avinash Decker wrote:CCP LogicLoop wrote:J-Lewis wrote:So it's a RAM shortage problem then? Yes. Outside of just the geometry you see, it also takes into account lights, fx, collisions, physx, animations, character models, textures, etc etc. A lot of stuff is actually loaded. And the low LOD is also still taking up some memory obviously. Just not nearly as much as a fully loaded area. So I'm assuming the terrain takes up the memory too ? Since the game loads up the the whole map does the terrain take up a lot of memory ? So assuming that's the case is it possible to make a 15 km map ? But it would kinda be made from scratch ,right?
We have a border region around the game mode areas currently that keep the terrain outside that area at its lowest resolution. The redlines happen far before that. But yes, the terrain does add to the memory of course. |
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CCP LogicLoop
C C P C C P Alliance
523
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Posted - 2013.09.02 02:11:00 -
[12] - Quote
crazy space 1 wrote:I really hope some day you choose to run dust on ps4, only for the 8gb of ram, yuo could keep going with unreal 3, no need for the fancy features of unreal 4 in a game like dust.
But with the scale we want this game to have, staying with unreal 3 and going on ps4 just for the ram seems like it would really benifit the game../
plus the ps4 patches much more neatly
More ram and processing power tends to help any game. hehe |
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CCP LogicLoop
C C P C C P Alliance
527
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Posted - 2013.09.02 02:58:00 -
[13] - Quote
Avinash Decker wrote:CCP LogicLoop wrote:Avinash Decker wrote:CCP LogicLoop wrote:J-Lewis wrote:So it's a RAM shortage problem then? Yes. Outside of just the geometry you see, it also takes into account lights, fx, collisions, physx, animations, character models, textures, etc etc. A lot of stuff is actually loaded. And the low LOD is also still taking up some memory obviously. Just not nearly as much as a fully loaded area. So I'm assuming the terrain takes up the memory too ? Since the game loads up the the whole map does the terrain take up a lot of memory ? So assuming that's the case is it possible to make a 15 km map ? But it would kinda be made from scratch ,right? We have a border region around the game mode areas currently that keep the terrain outside that area at its lowest resolution. The redlines happen far before that. But yes, the terrain does add to the memory of course. Ok I see Alright I was thinking if it was possible to do a "traditional" map where everything in the map is completely( or more or less) unique . But it is smaller than the current ones , since the terrain takes up memory as well , I thought the map being 25km it would take up a lot of it. Making a (slightly) smaller custom(more or less) made one means that you guys can do more stuff with it or so I thought.
Yes, but that wouldn't cater to future plans with these large terrains. -wink-
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