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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1092
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Posted - 2014.01.16 19:08:00 -
[1] - Quote
Why not??
Did you ever try this out CCP?
Just wondering about this??
I rather have voice comms that sound a bit flat but get better frame rates??
Benefits: 24 versus 24 ........I rather have increased player counts on maps instead of lots of cool sounding buzzes on equipment and most weapons??
Better framerates.
Sacrifices: Lowerbitrates on the ingame sounds i.e. from 600K to 64K Lower bandwith on ingame sounds from 20 hz to 20,000 hz to 800 hz to 3000 hz aka voice,
Reduced loads created by lowering the RAM and CPU consumed by AUDIO.
I.e. an example of this is lag created by too much equipment SOUNDS in an enclosed space.
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
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iceyburnz
Crux Special Tasks Group Gallente Federation
1327
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Posted - 2014.01.16 19:09:00 -
[2] - Quote
Thanks for posting this.
I sometimes forget that sound actually consumes resources.
I will no longer lament the lack of ingame music.
"We spent so much time huddling inside buildings with tanks circling outside like a swarm of sharks around bait"
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1092
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Posted - 2014.01.16 19:14:00 -
[3] - Quote
iceyburnz wrote:Thanks for posting this.
I sometimes forget that sound actually consumes resources.
I will no longer lament the lack of ingame music.
Its not the lack I am talking about but the BANDWITH being consumed.
I.e. a music track plus voices on comms plus equipment sounds plus weapon sounds plus vehicle sounds plus installation sounds all running at high BANDWITH consume a lot of resources.
Versus cutting the bitrates on all of these lets you still have them but less resources are being consumed.
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
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Horizen Kenpachi
TACTICAL STRIKE ELITE
97
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Posted - 2014.01.16 19:19:00 -
[4] - Quote
My A level in music tech would agree with u and i play quitely coz so many scanners footsteps are the least of my worries eq sounds r pointless. Not sure if u could turn down some but leave the importat ones
Hit me with your nerf bat.
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cranium79
ZionTCD Public Disorder.
85
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Posted - 2014.01.16 19:44:00 -
[5] - Quote
that is why MAG was able to run 128 vs 128. it ran on 720p and didn't look "as cool" as COD. people complained, but as you stated, i would rather have more players than have more sounds and effects. at least until the PS4, which probably won't happen for at least 2-3 years. |
iceyburnz
Crux Special Tasks Group Gallente Federation
1327
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Posted - 2014.01.16 20:26:00 -
[6] - Quote
Tech Ohm Eaven wrote:iceyburnz wrote:Thanks for posting this.
I sometimes forget that sound actually consumes resources.
I will no longer lament the lack of ingame music. Its not the lack I am talking about but the BANDWITH being consumed. I.e. a music track plus voices on comms plus equipment sounds plus weapon sounds plus vehicle sounds plus installation sounds all running at high BANDWITH consume a lot of resources. Versus cutting the bitrates on all of these lets you still have them but less resources are being consumed.
Isn't bandwidth a resource?
My bad.
"We spent so much time huddling inside buildings with tanks circling outside like a swarm of sharks around bait"
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Dagon Greyjoy
GRIM MARCH D.E.F.I.A.N.C.E
0
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Posted - 2014.01.16 21:00:00 -
[7] - Quote
um.....first off, I guarantee you they don't stream you in game sound effects and music. They send small packets that cause your ps3 to play full resolution files that are already stored locally. Unless you remove audio altogether you're not effecting the bandwidth, and even then it's a trivial change.
Second, you tremendously underestimate the resources used by synchronizing additional clients in an FPS. In a game with globe-spanning matches, I again would be amazed if dropping voice comms bandwidth would offset even the addition of a single player to the system.
Third, voice comms are almost certainly part of the eve-voice code they've written for eve online. They're not going to want to cripple that service to generate more issues for additional players per match.
Fourth, the game is balanced for 32 players a match. Suddenly adding 16 more players would destroy the balance of every map.
TL;DR - Bad idea, won't ever happen. |
Necandi Brasil
DUST BRASIL S.A Covert Intervention
694
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Posted - 2014.01.16 21:16:00 -
[8] - Quote
Dagon Greyjoy wrote: Fourth, the game is balanced for 32 players a match. Suddenly adding 16 more players would destroy the balance of every map.
TL;DR - Bad idea, won't ever happen.
UAT? NO UAI BRAH! Game balanced for 32 players ? This game was never balanced !
Tanks 514! Cheap, fast, Indestructible and you see tankers telling it's balanced...
Just makes you want to quit this BS
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Protocake JR
Royal Uhlans Amarr Empire
1273
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Posted - 2014.01.16 21:25:00 -
[9] - Quote
Dagon Greyjoy wrote:
Fourth, the game is balanced for 32 players a match. Suddenly adding 16 more players would destroy the balance of every map.
TL;DR - Bad idea, won't ever happen.
Wait what the ****? Are you serious?
Specifically, how would adding 16 more players destroy the balance of every map?
Consider the fact the most maps, especially the new maps, have lots of unoccupied points of interest and even more unoccupied spaces in between points of interest.
The PC and SL should fit into the Sidearm slot so it's accessible and practical to carry one.
AV spam vs V spam
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Tch Tch
Red Shirts Away Team
152
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Posted - 2014.01.16 21:27:00 -
[10] - Quote
I play with the sound off. Most games I do this.
Turrent - the sound a tankers pants makes when he finds out the four swarm militia doing squats around him aren't AFK.
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Bethhy
Ancient Exiles. Renegade Alliance
851
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Posted - 2014.01.16 21:30:00 -
[11] - Quote
Horizen Kenpachi wrote:My A level in music tech would agree with u and i play quitely coz so many scanners footsteps are the least of my worries eq sounds r pointless. Not sure if u could turn down some but leave the importat ones
Footsteps in most competitive shooters are such a vital part of the gaming experience and situational awareness. Good 3d tank and LAV sounds so you can tell exactly where they are coming from and it doesn't overwhelm the sound input's..
Sound plays such a massive role in how a game feels and plays but it has always had such little emphasis on in DUST. Having an actual Game sound design team would really benefit DUST. I think we have two people? but not sure if they are constant...
http://dust514.com/news/blog/2013/02/dust-514-audio-vision-and-principles/ |
Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1095
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Posted - 2014.01.16 23:21:00 -
[12] - Quote
Dagon Greyjoy wrote:um.....first off, I guarantee you they don't stream you in game sound effects and music. They send small packets that cause your ps3 to play full resolution files that are already stored locally. Unless you remove audio altogether you're not effecting the bandwidth, and even then it's a trivial change.
Second, you tremendously underestimate the resources used by synchronizing additional clients in an FPS. In a game with globe-spanning matches, I again would be amazed if dropping voice comms bandwidth would offset even the addition of a single player to the system.
Third, voice comms are almost certainly part of the eve-voice code they've written for eve online. They're not going to want to cripple that service to generate more issues for additional players per match.
Fourth, the game is balanced for 32 players a match. Suddenly adding 16 more players would destroy the balance of every map.
TL;DR - Bad idea, won't ever happen.
NOT the INTERNET bandwith!! The data bandwith.
I.e. a song at 680 K/s is ten megabytes. That same song at 320? K/s is around five megabytes.
That same song at 64 K/s is UNDER a megabyte and closer to 500 KILOBYTES.
Less data bandwith being used is less RAM and CPU resources being used.
A reduction in the data bandwith of ALL SOUNDS means less RAM being used.
That HMG sounds crisp but why do you need a twenty hertz to twenty thousand hertz audio bandwith for that sound??
Reduce the data bandwith to just a single octave centered around that sound and use a compressed audio file to reduce system load.
And why do you need a ten to twenty megabyte audio file(per WEAPON, per Equipment, per vehicle, per installation, per character, PLUS COMMS?...WTF??) when a low bitrate and low kilobyte datasize file can do the job??
1-I.e. lets look at a movie file 1080p twelve gigabytes. 720p 4 gigabytes. 480p 1 gigabyte 320p 500 MEGABYTES. psp or vita 300 MEGABYTES 2-cellphone 120 MEGABYTES.
#1 is how I look at the audio files using up system resources. #2 is how we get the same sounds but yeah they sound a bit less crisp but we get more resources to use on other things like better framerates or increased playercounts per match.
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1095
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Posted - 2014.01.16 23:28:00 -
[13] - Quote
Bethhy wrote:Horizen Kenpachi wrote:My A level in music tech would agree with u and i play quitely coz so many scanners footsteps are the least of my worries eq sounds r pointless. Not sure if u could turn down some but leave the importat ones Footsteps in most competitive shooters are such a vital part of the gaming experience and situational awareness. Good 3d tank and LAV sounds so you can tell exactly where they are coming from and it doesn't overwhelm the sound input's.. Sound plays such a massive role in how a game feels and plays but it has always had such little emphasis on in DUST. Having an actual Game sound design team would really benefit DUST. I think we have two people? but not sure if they are constant... http://dust514.com/news/blog/2013/02/dust-514-audio-vision-and-principles/
Dust 514 is missing distinctive sounds.
I.e. the heavy vehicles need to sound like a heavy vehicle. A 64 kilobytes audio file with a distinctive HEAVY rumbling that sounds like a house is about to crumble.
A 64 kilobyte audio file for LAVs that sounds like a turbo motorbike.
I.e. in MAG when passing the generator installation those had low bandwith infrabase that made a distinctive sound along with makeing my four subwoofers powerd by dedicated plate amplifiers really go BOOM< BOOM< BOOM< BOOM!!
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
|
Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1095
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Posted - 2014.01.16 23:36:00 -
[14] - Quote
Tch Tch wrote:I play with the sound off. Most games I do this.
When I play the sound is ON!!!
At my office I have 7.1 Home Theater Receiver. DIY 7.1 Home Theater drivers.
Subwoofer plate amplifiers: four of them.
12 inch subwoofers: four of them. DIY seven cubic foot cabinets tuned for infrabase: four of them.
Leather Home Theater seats. Seventy inch Vizio HDTV.
When I toss a grenade it better sound like I just got a Chuck Norris kick to the chest or else its too low!!
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
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