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Thread Statistics | Show CCP posts - 2 post(s) |
DeadlyAztec11
Ostrakon Agency
7482
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Posted - 2015.02.16 07:15:00 -
[1] - Quote
So apparently a large reason that there is lag is because everyone's suits are loaded up as individual objects during battle. That's thirty-two unique objects running around with different modules and weapons.
Ever notice that when there are more proto suits there tends to be more lag?
My theory is that more slots = more lag.
I also believe that armor suits are not worse off because they have less strafe. I think that they are worse off because armor suits tend to use damage mods. Damage mods simply add in another thing to factor. It therefore takes longer to register damage with weapons with damage mods than weapons without damage mods because it takes longer for the proper damage to be calculated and then applied by the server.
Though it's not just damage mods. Everything takes longer to be taken into account, which is actually why having a lot of modules that do the same thing on your suit is bad.
My final theory is that weapon momentum is still applied. That is that people are still being slowed down when shot, but now it is only being applied to armor and not shields. This is why Caldari Scouts were said to have a bad hit box. They tended to only have shield mods and no armor mods. Therefore they could disregard the calculation delay of armor modules and are not slowed down by weapons because of their higher shields compared to other suits. The Caldari Assault also has this inherent bonus as long as it has no armor modules.
No, I have no proof for any of this.
Yes, I did just finish watching Ancient Aliens
Yes, I may have had too many bacon tacos
Yes, I did mix Kinetic Catalyzer & Quafe+
Yes, there is a sad clown staring at my window from across the street.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Protocake JR
Negative-Feedback. Negative-Feedback
1694
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Posted - 2015.02.16 07:35:00 -
[2] - Quote
The "high slot number = frame drops" might be worth testing out. Do like a competitive PC practice match but with militia or std dropsuits. |
Green Living
Gallente Gay Swag Club
1340
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Posted - 2015.02.16 12:40:00 -
[3] - Quote
Because Ancient Aliens |
Moochie Cricket
Fatal Absolution General Tso's Alliance
992
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Posted - 2015.02.16 12:47:00 -
[4] - Quote
I'm not saying it was aliens...
...but it was aliens.
FOR THE STATE
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Cat Merc
Fatal Absolution General Tso's Alliance
15168
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Posted - 2015.02.16 13:36:00 -
[5] - Quote
I'm not saying it was Imperfects. But it was Imperfects.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Slave of MORTE
Eyniletti Rangers Minmatar Republic
303
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Posted - 2015.02.16 13:51:00 -
[6] - Quote
I have 11 racial proto every fitting slot full ..i think your right swapping at supply depot lags me out hardcore
Yet another slave of Mortedeamor
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Vapor Forseti
Internal Error. Negative-Feedback
1801
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Posted - 2015.02.16 13:56:00 -
[7] - Quote
There goes Spkr again.
Dust has ruined me.
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steadyhand amarr
shadows of 514
3571
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Posted - 2015.02.16 13:56:00 -
[8] - Quote
Cat Merc wrote:I'm not saying it was Imperfects. But it was Imperfects.
*Hands cat merc catnip*. Sssssssshhhhhhh.
Ontopic this is pretty much spot on the Devs have even agreed to this. This why mag could have so many people ("epic clone army of everyone being the same" and why bf3 could support 64 players on last gen kit.
However not much can be done because to introduce classes would effectively kill what makes dust well dust
You can never have to many chaples
-Templar True adamance
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Freccia di Lybra
Simple Trading Union
515
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Posted - 2015.02.16 13:56:00 -
[9] - Quote
It actually makes sense if any object/suit is loaded as a single object and not a variant. This would also explain why "MLT only" lil PCs never suffer framerate problems and why PC almost always suffer framerate problems.
Would actually also explain why sometimes the framerate drops when approaching someone / a squad.
It would be great if someone can test a "normal" PC vs a starter fits PC framerate and lag...
Ei fu,
xxwhitedevilxx former Co-CEO Maphia Clan Corporation / Unit Unicorn
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Cat Merc
Fatal Absolution General Tso's Alliance
15171
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Posted - 2015.02.16 14:21:00 -
[10] - Quote
steadyhand amarr wrote:Cat Merc wrote:I'm not saying it was Imperfects. But it was Imperfects. *Hands cat merc catnip*. Sssssssshhhhhhh. Ontopic this is pretty much spot on the Devs have even agreed to this. This why mag could have so many people ("epic clone army of everyone being the same" and why bf3 could support 64 players on last gen kit. However not much can be done because to introduce classes would effectively kill what makes dust well dust Ya joking? Have you seen how much customization you can do in BF4?
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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EleriKP
TO THE DEATH
0
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Posted - 2015.02.16 14:25:00 -
[11] - Quote
Just go play an academy game, there's no lag |
DeadlyAztec11
Ostrakon Agency
7486
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Posted - 2015.02.16 15:13:00 -
[12] - Quote
Freccia di Lybra wrote:It actually makes sense if any object/suit is loaded as a single object and not a variant. This would also explain why "MLT only" lil PCs never suffer framerate problems and why PC almost always suffer framerate problems.
Would actually also explain why sometimes the framerate drops when approaching someone / a squad.
It would be great if someone can test a "normal" PC vs a starter fits PC framerate and lag... Quite.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Roy Ventus
Axis of Chaos
1899
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Posted - 2015.02.16 15:22:00 -
[13] - Quote
I'm just a greenhorn but that sounds right. Haven't meddle enough with a game engine to say but loading all those individual suits with all those "factors" aka modules, that the engine has to take into account. >.> Especially when you're dying and then you respawn with something new and having to... Yeah that seems like a lot of work on the engine. PCs and current Gen consoles should be able to handle it though.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
http://royventus.tumblr.com
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2497
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Posted - 2015.02.16 16:57:00 -
[14] - Quote
Interesting. If this turns out to be case will Rattati's object oriented dropsuits have an impact on this? There would be the same numbers of slots but maybe easier for the client to keep track of if they were all instances of a relatively small number of parents?
PSN: RationalSpark
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TerranKnight87
Seituoda Taskforce Command Caldari State
184
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Posted - 2015.02.16 17:04:00 -
[15] - Quote
Hahaha that ancient aliens sht. That guy, Mr tsoulakis or whatever with his crazy hair needs to be locked up and banned from the net.
All his nonsense is nothing but ignorance and hype.
"Tech you're in a max suit, you have 15 mins to unfk yourself or you can fk off." - Stumpycat C/O of Goon Brigade.
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steadyhand amarr
shadows of 514
3573
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Posted - 2015.02.17 08:11:00 -
[16] - Quote
Cat Merc wrote:steadyhand amarr wrote:Cat Merc wrote:I'm not saying it was Imperfects. But it was Imperfects. *Hands cat merc catnip*. Sssssssshhhhhhh. Ontopic this is pretty much spot on the Devs have even agreed to this. This why mag could have so many people ("epic clone army of everyone being the same" and why bf3 could support 64 players on last gen kit. However not much can be done because to introduce classes would effectively kill what makes dust well dust Ya joking? Have you seen how much customization you can do in BF4?
I get where coming from but BF likely uses a bitmap like 0110 0001 1110 class with X gun with X mods. Have you noticed how in BF4 everything is done in 4s.
That's simply not a option in dust, though I really wish I could see the code but I got a feeling each person is a class(code object) that calls a "game ruleset" which means lots of back and fourth and thus lag =ƒÿò
Edit: really wish I could see the code =ƒÿò
You can never have to many chaples
-Templar True adamance
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jane stalin
Ametat Security Amarr Empire
159
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Posted - 2015.02.17 08:40:00 -
[17] - Quote
Does that explain why you lag when you are near other people? i suppose each if each EWAR module is a thing and the computer has to contantly add up the results of many things to see what things show up on passive scans.
However why have modules as individual things?You cannot change modules they just change the clones profile, surely the computer just has to keep track of single clone and its profile instead of all of its modules. |
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CCP Rattati
C C P C C P Alliance
17511
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Posted - 2015.02.17 08:48:00 -
[18] - Quote
The combination of all modules and fittings are loaded as one "template" when you spawn. Game logic does not dynamically calculate and carry all the fits, only the result of the fit.
The SKIN modules, however, will reduce the numbers of templates, through reducing the number of unique "looking" types on the battlefield, theoretically!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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MINA Longstrike
Kirjuun Heiian
2196
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Posted - 2015.02.17 08:58:00 -
[19] - Quote
CCP Rattati wrote:The combination of all modules and fittings are loaded as one "template" when you spawn. Game logic does not dynamically calculate and carry all the fits, only the result of the fit.
The SKIN modules, however, will reduce the numbers of templates, through reducing the number of unique "looking" types on the battlefield, theoretically!
Skins will set fire to the battlefield, biomass characters and somehow melt ps3's. I know how this 'programming' stuff works.
Out of curiosity though, assuming SKIN's don't murder my family, is it possible that they will be able to be applied to bsc / adv / pro even if they came from just a basic?
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Buwaro Draemon
WarRavens
1052
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Posted - 2015.02.17 09:01:00 -
[20] - Quote
CCP Rattati wrote:The combination of all modules and fittings are loaded as one "template" when you spawn. Game logic does not dynamically calculate and carry all the fits, only the result of the fit.
The SKIN modules, however, will reduce the numbers of templates, through reducing the number of unique "looking" types on the battlefield, theoretically! Can you please explain how the SKIN modules will reduce lag more detailedly? I suck at all this programing and coding stuff so I am a little lost in that subject.
Changes to Damage mods!
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MINA Longstrike
Kirjuun Heiian
2198
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Posted - 2015.02.17 09:17:00 -
[21] - Quote
Less having to store 'unique' suits and instead it handles it as an item that just modifies suit color. Unique suits = bad, items that modify them = good.
In essence instead of having 50 flavours of 'assault' you instead have 6, with 13 flavours of 'color'.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Aeon Amadi
Chimera Core
8773
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Posted - 2015.02.17 09:57:00 -
[22] - Quote
CCP Rattati wrote:The combination of all modules and fittings are loaded as one "template" when you spawn. Game logic does not dynamically calculate and carry all the fits, only the result of the fit.
The SKIN modules, however, will reduce the numbers of templates, through reducing the number of unique "looking" types on the battlefield, theoretically!
So, theoretically speaking, if I manage to get 31 other people (highly unlikely, they never do it even if I pay them in Aurum) to test out whether or not all of us editing fits in the middle of battle will cause our PS3's to melt.....
Will I then be considered the savior of Dust 514..? Maybe?
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Aeon Amadi
Chimera Core
8773
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Posted - 2015.02.17 10:06:00 -
[23] - Quote
For instance, if you look at a Gallente Medium Frame suit. You have:
"Foxfour" Assault G-I "Neo" Assault G-I "Neo" Logistics G-I "Pyrus" Assault G-I "Pyrus" Logistics G-I "Quafe" Assault G-I "Quafe" Logistics G-I Assault G-I Federation Assault G-I Federation Logistics G-I Frontline Special Issue MkII-G-I Gallente Medium Frame G-I Logistics G-I
Now, knocking out a bunch of those with the SKINs modules, you then have the separation between the different types based on how they're paid for, what they do, and their skill requirements.
"Neo" Assault G-I "Neo" Logistics G-I Federation Assault G-I Federation Logistics G-I Assault G-I Logistics G-I Gallente Medium Frame G-I
Does this implication matter at all? Assuming that the color variation causes it to be loaded as a separate template, wouldn't the "Neo" and regular ISK template distinction be a factor as well? Could we not just have a behind-the-scenes change to assume that "Neo" and "Federation" are essentially the same thing, just paid for in different ways?
EDIT: Ultimately, I think there should be a stronger drive to knock these things out for performance as well as reducing market clutter. There's a bajillion different things that are all the same (see Caldari Assault Dropsuit) that are spread out in a dozen different areas of the market/assets.... There needs to be a more streamlined way of doing things. It'd also help streamline the fitting menu.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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steadyhand amarr
shadows of 514
3573
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Posted - 2015.02.17 10:09:00 -
[24] - Quote
CCP Rattati wrote:The combination of all modules and fittings are loaded as one "template" when you spawn. Game logic does not dynamically calculate and carry all the fits, only the result of the fit.
The SKIN modules, however, will reduce the numbers of templates, through reducing the number of unique "looking" types on the battlefield, theoretically!
Ooooooooohhhhhhhhh, that's still 32 templates running around plus vercs.
Wait what happens if people change fits does a garabge collector clean up a template no longer in use. Like if i spawn in 10 diffrent fits and 4 kinds of tanks.
That's just stuff sitting their eating up memory. I'm just being nerdy at the moment secondly changing fits would force a new calcs.... where the hell is my ps3 I need test the effect of 16 people changing fits at once
You can never have to many chaples
-Templar True adamance
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P14GU3
Savage Bullet
1243
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Posted - 2015.02.17 10:14:00 -
[25] - Quote
steadyhand amarr wrote:CCP Rattati wrote:The combination of all modules and fittings are loaded as one "template" when you spawn. Game logic does not dynamically calculate and carry all the fits, only the result of the fit.
The SKIN modules, however, will reduce the numbers of templates, through reducing the number of unique "looking" types on the battlefield, theoretically! Ooooooooohhhhhhhhh, that's still 32 templates running around plus vercs. Wait what happens if people change fits does a garabge collector clean up a template no longer in use. Like if i spawn in 10 diffrent fits and 4 kinds of tanks. That's just stuff sitting their eating up memory. I'm just being nerdy at the moment secondly changing fits would force a new calcs.... where the hell is my ps3 I need test the effect of 16 people changing fits at once I can see this being a BIG issue. It is a well known fact the CCP has had major memory leak issues in the past. I used to have to deleted my caches before I started up eve or it would be lag central. The more you switch suits, the more lag created. This could be why everyone thinks equipment is responsible for lag, when it is really just the multitude of suits being switched to keep the EQ down.
'Sault AK.0 - Logi AK.0 - Logi GK.0 - Scout GK.0 - 'Mando MK.0 - Masshole in every sense of the word.
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steadyhand amarr
shadows of 514
3574
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Posted - 2015.02.17 10:20:00 -
[26] - Quote
This would of course would also impact PC more as people tend to switch suits a lot based on what's needed. Or at least that used to be case when I rolled with various groups =ƒÿå
You can never have to many chaples
-Templar True adamance
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CCP Rattati
C C P C C P Alliance
17515
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Posted - 2015.02.17 10:25:00 -
[27] - Quote
MINA Longstrike wrote:CCP Rattati wrote:The combination of all modules and fittings are loaded as one "template" when you spawn. Game logic does not dynamically calculate and carry all the fits, only the result of the fit.
The SKIN modules, however, will reduce the numbers of templates, through reducing the number of unique "looking" types on the battlefield, theoretically! Skins will set fire to the battlefield, biomass characters and somehow melt ps3's. I know how this 'programming' stuff works. Out of curiosity though, assuming SKIN's don't murder my family, is it possible that they will be able to be applied to bsc / adv / pro even if they came from just a basic?
That's one of the potential benefits. Visually customizing ADV and PRO dropsuits is the plan.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Aeon Amadi
Chimera Core
8775
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Posted - 2015.02.17 11:40:00 -
[28] - Quote
CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:The combination of all modules and fittings are loaded as one "template" when you spawn. Game logic does not dynamically calculate and carry all the fits, only the result of the fit.
The SKIN modules, however, will reduce the numbers of templates, through reducing the number of unique "looking" types on the battlefield, theoretically! Skins will set fire to the battlefield, biomass characters and somehow melt ps3's. I know how this 'programming' stuff works. Out of curiosity though, assuming SKIN's don't murder my family, is it possible that they will be able to be applied to bsc / adv / pro even if they came from just a basic? That's one of the potential benefits. Visually customizing ADV and PRO dropsuits is the plan.
'm all for sacrificing BPO's to the heathen gods and never seeing them again in favor of true vanity color-changers but your community is likely going to kitten themselves if you come out and say that BPOs are being annihilated (being as they are, in fact, a separate template). Are we keeping BPO's as they are or are they becoming color options that must be applied to traditional ISK costed gear?
Don't get me wrong, I think everyone will rejoice in finally being able to apply a 'Quafe' color theme to their Prototype "ForumBadger" fitting but it also sort of devalues the original 'Quafe' Assault Ck.0 and 'Quafe' Scout Gk.0. What happens to those?
What about exclusive color palettes like those on the 'Skinweave' gear sets that came to us Closed Beta players, or the stuff like the 'Foxfour' Assault G-I which is the -only- suit to have that color variation? Will we receive SKIN Modules that apply to all suits or will suits be locked to a certain set of color options? (<<---- This perpetuates a higher value in Caldari Assault BS, btw)
Seems to me like we need a full-fledged dev blog outlining this stuff.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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james jared
State of Purgatory General Tso's Alliance
105
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Posted - 2015.02.17 22:57:00 -
[29] - Quote
CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:The combination of all modules and fittings are loaded as one "template" when you spawn. Game logic does not dynamically calculate and carry all the fits, only the result of the fit.
The SKIN modules, however, will reduce the numbers of templates, through reducing the number of unique "looking" types on the battlefield, theoretically! Skins will set fire to the battlefield, biomass characters and somehow melt ps3's. I know how this 'programming' stuff works. Out of curiosity though, assuming SKIN's don't murder my family, is it possible that they will be able to be applied to bsc / adv / pro even if they came from just a basic? That's one of the potential benefits. Visually customizing ADV and PRO dropsuits is the plan.
How about we get a folder system for our drop suits. One for pubs, FW and PC. Also have a spot we can make and save suits. Then u can chose to assign the fit to one of the folders. Let say u can only have 20 fits assigned to a folder at a time. This would make less fits to be loaded in per player but would would make our fits more organized and unused fits not taking up space in battle. It will also make a spot where we can save fits we like to have fun with but dont use all of the time. We then can assign them to the folder we want if we feel like just playing around for a game or 2 then replace it with a suit we do use a lot. It would save a lot of time and frustration from remaking the same suit over and over just for a cuple of games
I have 13+ fits built for PC at all times. Thats almost half of my fits that load into every fight that never get used. I think this would help with the problem of not being able to try new fits because it has to replace ones we do use lots But also cutting down on the number of fits each player loads into each game with. If we could have up to 100 fits saved but only 20 can be assigned to a folder at a time will solve the problem every vet has with only 30 max fits with no "fun" fits built but stop ppl from having 50+ fits loading into every fight |
Mex-0
T.H.I.R.D R.O.C.K RISE of LEGION
407
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Posted - 2015.02.17 23:25:00 -
[30] - Quote
Moochie Cricket wrote:I'm not saying it was aliens...
...but it was aliens.
Aliens infiltrated my corp and made us use lag switches!!!
666 ILLUMINATI CONFIRMED
Gû¼+¦GòÉGòÉn¦ñ
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