Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
88
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Posted - 2015.04.11 13:31:00 -
[1] - Quote
Without access to a large team to trawl through the existing code and optimise it there is only so much that can be done to make the game run better at that level. I'm sure there is plenty that can be done but without the highly experienced people or the money it's sadly not going to happen, and even if it did/does it's not something that can be actioned over night.
The current team are doing what they can with the code they have and they are trying to optimise what they can WITHOUT having to try and re-write re-imagine the current core of the game.
The hopefully soon to arrive SKINS are an example of this. As I understand it currently the game has to hold every unique suit in the battle in it's memory. For example every different Cal Assault, BPO, variant etc is regarded as unique and the game has to do the maths for each of them individually. SKINS aim to change that so that the only thing that needs to be loaded into the PS3's memory are the stats for 1x Cal Assault and then colour them.
Sadly the game is, currently, coded as it is and the Dust dev team are doing everything that they can to work around the problems with it that they are encountering and still push balance and content into the ecosystem. Everyone would like more stuff and perfect code. Sadly it isn't but the devs are doing a solid job with the tools they have under difficult circumstances. |
Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
88
|
Posted - 2015.04.11 14:28:00 -
[2] - Quote
Shamarskii Simon wrote:I kinda feel you for saying ps3 is old and very restricted on memory.
But... Umm... Grand Theft Auto 5? Gran Turismo 6? WipE'out HD? Battlefield? Unreal tournament 3 uses the same unreal engine but... It has so much to offer... And it runs similar engine, on same hardware it's also far older...
Those games got the same hardware to work on, so.... Something is a likkle off... seeing these games I can't really blame the console. I sound douchy but I gotta blame the programmers/developers mostly.
No offense guys, just calling it how I see it.
I'm not a computer person and you're right these games are pushing the PS3 far further than Dust BUT they come from coding teams who know the architecture and system inside out. The GT team have spent years and years and years working with the PS3 and even then you can argue they ran into similar memory limitations with GT5/6 even in offline play. Battlefield, GTA, Destiny have had large teams and multiple releases to get things right and when they didn't work they had money and people to throw at the problem too. As has been pointed out earlier they also arguably fewer stats, combinations and variations to track than Dust does too. (Hence the discussion around whether or not more and more proto in a battle causes more lag due to the greater number and variety of modules that the game is trying to track at any one time)
I'm relatively new here so don't know all the ins and outs but Dust had a troubled start, multiple development teams etc and has never really recovered from it. If it had been in the position to have been having it's core code constantly worked on and optimised since it's release then yes I'm sure it would be able to be far more impressive. You're correct it's not all down to the console per say, humanity put a man on the moon with something like 64Kbyte of memory on the lunar module, but damn was that good code.
You can see the problems of the legacy in the game with things like huge redlines and massive amounts of unusable map space every battle and as was said above things like the fact that MCC's are still considered vehicles for times when they were mobile and intended to potentially be piloted. (I'm also old enough to remember the ridiculous amounts of universal lag that trying to sail the carrier in Battlefield 1942 used to case).
It isn't ideal and it is a problem but the people currently working on the game are doing the best they can within the limitations imposed on them by numbers, knowledge and money. Rattati comes from a financial background not a dedicated cell processor game coding one for example. At present the dev team are only able to try and work around these issues rather than out and out fix them and I think they're doing a pretty good job under less than ideal circumstances. Things like SKINS are a really good example of this as they slowly try to chip away at the problems without removing versatility/features.
I'm not saying the game is perfect and that CCP haven't made mistakes, recently and historically, but the guys working on it at the moment really are trying to do the best they can for the few thousand people who still play and enjoy this game. |