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Iron Wolf Saber
Den of Swords
19189
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Posted - 2015.04.11 02:02:00 -
[31] - Quote
DUST Fiend wrote:So, without being able to confirm that Legion is being worked on daily, you've basically just confirmed that as far as evolution of the actual game goes...it's dead. It's nothing but bandaids from here on out. I mean we all knew this, it's just amusing to see you post it.
And obviously the game won't "die", but it sure as hell won't be going places.
That is your conclusion if you choose to live with it. I am in no position to correct you either at this time so it's a very unfair position to assert here to which results in nothing positively worked on. I rather continue productive conversations.
CPM 1, Secretary
Omni-Soldier, Forum Warrior
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xxwhitedevilxx M
Maphia Clan Unit Pwnycorn
3077
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Posted - 2015.04.11 02:10:00 -
[32] - Quote
Iron Wolf Saber wrote:
Lol. Dust 514 tracks 20000+ attributes over 15000 items. Ballpark number for most MMO shooters these days are anywhere to a quater to rivaling our numbers depending on a number of things. Warframe would be up there in the numbers. Single gun there has 250 adjustable attributes and growing with every feature patch. They are probably around to 400 a gun now.
Ok, but none of them is rendered/calculated real time, right? What needs to be rendered / calculated real time are those 39 items and the sockets. Another story would be if the 15000 items are considered "separate" as if they were unique items...
Guinea Dust Bunnies are watching you, CCP Rouge.
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DUST Fiend
16321
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Posted - 2015.04.11 02:17:00 -
[33] - Quote
Iron Wolf Saber wrote:DUST Fiend wrote:So, without being able to confirm that Legion is being worked on daily, you've basically just confirmed that as far as evolution of the actual game goes...it's dead. It's nothing but bandaids from here on out. I mean we all knew this, it's just amusing to see you post it.
And obviously the game won't "die", but it sure as hell won't be going places. That is your conclusion if you choose to live with it. I am in no position to correct you either at this time so it's a very unfair position to assert here to which results in nothing positively worked on. I rather continue productive conversations. You tell us that basically nothing substantial can be added, I agree with you, and that makes me unfair
Ok
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Iron Wolf Saber
Den of Swords
19191
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Posted - 2015.04.11 04:35:00 -
[34] - Quote
xxwhitedevilxx M wrote:Iron Wolf Saber wrote:
Lol. Dust 514 tracks 20000+ attributes over 15000 items. Ballpark number for most MMO shooters these days are anywhere to a quater to rivaling our numbers depending on a number of things. Warframe would be up there in the numbers. Single gun there has 250 adjustable attributes and growing with every feature patch. They are probably around to 400 a gun now.
Ok, but none of them is rendered/calculated real time, right? What needs to be rendered / calculated real time are those 39 items and the sockets. Another story would be if the 15000 items are considered "separate" as if they were unique items...
Have you even tried doing the hazard math?
-32 players -entire skill library -skills attributes -players attributes (boosters, standings, lp, isk, aur, ect ect quite a few actually, includes mail and chat channel and channel history) -additional player altered actors (lets say 8 vehicles) -small turrets on them as well so 24 totalish -the state and condition of your guns at any given time on your current fit -60 fits (these must be loaded into your memory so you can use them instantly when you select them) -8 items a pop just to even things out but go as high as x12 if you want if they are going proto -20 per module to be on the safe side -50 per weapon (because they do things) -1.5x more for the projectile emitters and projectile actors as well. -MCC attributes are also accounted for. -Hack points -Null Launchers -Base Turret attributes -NPC Turret attributes -RDV physics just keep counting it up.
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Dreis ShadowWeaver
0uter.Heaven Back and Forth
2659
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Posted - 2015.04.11 04:59:00 -
[35] - Quote
I bet you could save memory on stuff that seems to have a lot more work on it than is necessary. For example, the MCC missiles actually do real damage, and have real physics. You can block MCC missiles with a dropship to stop them doing damage to your MCC. Stuff like that surprises me, in the sense that a lot of work has been put into something unnecessary. I bet you could save a lot of memory by simply removing the MCC missiles and their physics, and just replacing it with something like (I'm no programmer) 'If Null Cannon = allied, do X amount of damage to hostile MCC after 30 seconds', completely removing the whole code associated with the missiles. Wouldn't that save space? Who would actually care if the MCC missiles lost their tangibility?
(This is just speculation; the MCC missiles may not be memory-intensive at all )
Creator of the 'Nova Knifers United' channel
Caldari blood, Minmatar heart <3
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RemingtonBeaver
Molon Labe. General Tso's Alliance
2192
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Posted - 2015.04.11 05:43:00 -
[36] - Quote
IWS, well talk the overlords into going PC PS4 cross platform, or PS4 exclusive, maybe get a deal with Sony, considering everyone knows this game can make money.
Conversion will be a *****.
The cost will be through the roof, but if you could put the polish on this game that would be possible there, and market the game properly, this thing would pull money off people like a black hole.
I know I've completely simplified a very complicated issue here, but come...we know it's true, you know it's true, dogs know it's true.
Unleash the BIMBOBOT!
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Avinash Decker
Seykal Expeditionary Group Minmatar Republic
193
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Posted - 2015.04.11 07:06:00 -
[37] - Quote
xxwhitedevilxx M wrote:Iron Wolf Saber wrote:
Lol. Dust 514 tracks 20000+ attributes over 15000 items. Ballpark number for most MMO shooters these days are anywhere to a quater to rivaling our numbers depending on a number of things. Warframe would be up there in the numbers. Single gun there has 250 adjustable attributes and growing with every feature patch. They are probably around to 400 a gun now.
Ok, but none of them is rendered/calculated real time, right? What needs to be rendered / calculated real time are those 39 items and the sockets. Another story would be if the 15000 items are considered "separate" as if they were unique items...
It seems CCP thought they can put all those stuff on the PS3 and I don't know why some couldn't be server-side. |
Ghural
WarRavens
388
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Posted - 2015.04.11 10:21:00 -
[38] - Quote
Really makes you wonder what CCP were smoking when they were running about claiming they could deliver all those cool features at dusts launch. |
Celus Ivara
DUST University Ivy League
328
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Posted - 2015.04.11 11:59:00 -
[39] - Quote
Iron Wolf Saber wrote:-entire skill library -skills attributes -players attributes (boosters, standings, lp, isk, aur, ect ect quite a few actually, includes mail and chat channel and channel history).
Wait. Does Dust not have "Brain-in-a-box" running either? |
Joseph Ridgeson
WarRavens
3723
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Posted - 2015.04.11 13:14:00 -
[40] - Quote
I am going to assume that you are correct. It does make some sense to me. The notion that something like Last of Us was able to happen with it's graphics and textures compared to DUST always confused me. But if it is a matter of "you can only load so much at a time", I can see why we are here. I have to wonder if the game could have been set up to not have to load every damn bit of information, though.
So here is the question: why hasn't CCP made public plans to move DUST on? Whether or not those plans are in motion, why hasn't CCP said "we want to progress DUST to a different platform given the technical limitations." CCP wants to blame the PS3 for a lot of things that have and have not happened yet they continue to use the same system for their game.
If CCP is lying and using the PS3 as a scapegoat, then they are causing damage to themselves because the logical question is "Well, if it is hindering you, move to something that doesn't!" Like a guy telling his girlfriend "I would totally marry you if I had the money" but continues to burn his money in an oil drum, it looks untrustworthy.
If CCP isn't lying, they are causing damage because they are hindering themselves. If the ball and chain is too much, why not ditch the ball and chain? Looks lazy and unconcerned.
I know Legion was a misstep but would anyone be that worried if Rouge announced it like "We are transferring everything. It may take a little while but every step you have made will not be wiped away!", the hubbub would have been next to nothing. All the Legion posts are about fear; that it is a different product, that we were asked "buy boosters, aurum, APEX suits" and we will be asked "do it again!", that all our effort and care in this game was misplaced.
I just confuses. If we really are at the limit, we have to break the limiter. Or does CCP not want the investment?
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
88
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Posted - 2015.04.11 13:31:00 -
[41] - 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. |
xxwhitedevilxx M
Maphia Clan Unit Pwnycorn
3079
|
Posted - 2015.04.11 13:37:00 -
[42] - Quote
Iron Wolf Saber wrote:xxwhitedevilxx M wrote:Iron Wolf Saber wrote:
Lol. Dust 514 tracks 20000+ attributes over 15000 items. Ballpark number for most MMO shooters these days are anywhere to a quater to rivaling our numbers depending on a number of things. Warframe would be up there in the numbers. Single gun there has 250 adjustable attributes and growing with every feature patch. They are probably around to 400 a gun now.
Ok, but none of them is rendered/calculated real time, right? What needs to be rendered / calculated real time are those 39 items and the sockets. Another story would be if the 15000 items are considered "separate" as if they were unique items... Have you even tried doing the hazard math? -32 players -entire skill library -skills attributes -players attributes (boosters, standings, lp, isk, aur, ect ect quite a few actually, includes mail and chat channel and channel history) -additional player altered actors (lets say 8 vehicles) -small turrets on them as well so 24 totalish -the state and condition of your guns at any given time on your current fit -60 fits (these must be loaded into your memory so you can use them instantly when you select them) -8 items a pop just to even things out but go as high as x12 if you want if they are going proto -20 per module to be on the safe side -50 per weapon (because they do things) -1.5x more for the projectile emitters and projectile actors as well. -MCC attributes are also accounted for. -Hack points -Null Launchers -Base Turret attributes -NPC Turret attributes -RDV physics just keep counting it up.
And ok, but almost anything here can be done before the match even start. skill library, skills attributes, players attributes, 60 fits... etc. Are basically numbers and simple multipliers that could be easily (and probably already are) calculated locally before the match even begin and not real time.
In other words, why would you re-calculate anything if it cannot change during a battle? For example, that fit has x Shield y Armor, z Speed etc and simply consider it a whole packet of information relative to a certain fit/suit you have. There is really no need to overload the CPU with unnecessary calculations. Moreover, unnecessary huge maps are loaded, when you actually play on a tiny part of that map, MCCs are counted as huge vehicles in the background, but there's no real reason for that, just like MCC missiles, Null Cannon missiles etc.
As already said, many othe MMOs and multiplayers game do much more than Dust, and there's no way for anyone to let me think this game suffer hardware limitation at this state. Just look at DCUO on PS3
Guinea Dust Bunnies are watching you, CCP Rouge.
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Aisha Ctarl
Praetoriani Classiarii Templares
5030
|
Posted - 2015.04.11 13:45:00 -
[43] - Quote
That's why it should port to PS4.
Proud member of Triple A. #rollingold
Closed beta vet
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Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
299
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Posted - 2015.04.11 13:49:00 -
[44] - Quote
I kinda feel you for saying ps3 is old and very restricted on memory.
But... Umm...
Grand Theft Auto 5? (nuff said) Gran Turismo 6? (beautiful for how old the system is) WipE'out HD? (great graphics for how old the game is) Battlefield? (huge multi-player)
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, and looks/plays better.
Those games got the same hardware to work on, so.... Something is a likkle off... seeing the qualities of 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.
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Cat Merc
Negative-Feedback. Negative-Feedback
15887
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Posted - 2015.04.11 13:54:00 -
[45] - Quote
http://www.engadget.com/2010/02/23/70mb-of-additional-ram-unlocked-for-ps3-developers/
The PS3's OS takes about 50MB.
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
88
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Posted - 2015.04.11 14:28:00 -
[46] - 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. |
Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
301
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Posted - 2015.04.11 15:27:00 -
[47] - Quote
Edgar Reinhart wrote: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.
I'm not blaming the current group of guys, they simply got the rest of the milk in the jug.
But before? They spilt milk all over... And you can't put that back into the jug. Honestly, i applaud them for how far it's gotten now and sticking with it. Especially ratt
As for multiple modules it's really simple to be stressless on the console, I'm assuming they kept things simple.
E.G: skills and modules only need to be loaded ONCE per suit at deployment. If it's loaded more than once, I believe there IS a way to save memory.
Next, i hope almost EVERY variable is NOT stored as integers / doubles. Most can get away with unsigned bytes, rare case unsigned semiOctets (bolt pistol clip for example) *if it's available* and floats. (an unsigned byte keeps numbers between 0 - 255, unsigned semi-Octet is 0-15 this saves memory because it takes less bits to store a number... why store unnecessary zeros.)
Little things like that helps, and I hope this team understands that.
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Vell0cet
OSG Planetary Operations Covert Intervention
2938
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Posted - 2015.04.11 17:20:00 -
[48] - Quote
I appreciate the candor and honesty. It's a shame CCP hasn't been open/honest about this much earlier--It's not like this is a new revelation for them.
I've come to accept the fact that we're not getting real racial parity on the PS3. If we can help balance stuff using Gallante HAVs glazed in Amarr frosting, then that is better than the alternative. I still think full racial parity with art assets is a "core requirement" for a relaunch on x86 though--the game will always feel like a beta without it, no matter how much other stuff they throw in.
As for ways to free up memory, my favorite idea is this;
1. Implement a way to easily convert AUR to ISK 2. Unlock STD, ADV, PRO at level 1 of a skill. 3. Delete all AUR gear from the database (excluding BPOs), migrate existing assets to ISK versions.
4. Enjoy increased revenue for the game, a much cleaner UI in the marketplace, an easier-to-understand NPE, a radically smaller database, more memory, not having to make weird fits to use up salvaged AUR gear when slots are already too limited.
Best PvE idea ever!
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Iron Wolf Saber
Den of Swords
19196
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Posted - 2015.04.11 17:32:00 -
[49] - Quote
Shamarskii Simon wrote:I kinda feel you for saying ps3 is old and very restricted on memory.
But... Umm...
Grand Theft Auto 5? (nuff said) Gran Turismo 6? (beautiful for how old the system is) WipE'out HD? (great graphics for how old the game is) Battlefield? (huge multi-player)
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, and looks/plays better.
Those games got the same hardware to work on, so.... Something is a likkle off... seeing the qualities of 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.
Ahem as mentioned before
GTA 5 is not only a single player game but the order of magnitude of things tracked is immensely smaller. A gta player vs a dust 514 player is probably order of magnitude 1,000x variables apart. Leaving lots of memory able to LOD stream objects, scripts, schedules and the likes to only what the player sees and in close proxima to his location. The streaming however has issues for example. If the player moves significantly faster than the LOD can handle there is geometry that is psychically there that will not render before it is too late; This has crashed many jets during high traffic times. near bridges. The game is entirely running on a very slim number of rules as notable with the excessively large number of glitches caused by situations arising to which the set rules cannot deal with it and was found to be within acceptable vision. One doesn't need to browse far to see the excessive number of glitches. Memory management of assest is still a major issue still at times; Misplaced vehicles because the game forgets where objects; failure to render completely; ghosts are more common in gta than you think and finally the extremely simple physicist engine deemed acceptable to cartoon standards.
GT6 has even far less things to track; if realistic crashing was a thing then there be more but GT doesn't even want that to be a hallmark in their game. And like many high end graphical games the number of cheats they use is stupidly high all taking math but none the less delivers more for less cpu. Start modding those graphics options off and the game starts to look like crud real quick.
Wipeout example is rather silly since its the linerider example here in terms of complexity.
BF4 player attributes come closer to dust but the number of items are about 100x apart. Major differences is limited loadouts; linear progressions; no overhead stat altering system like the skill system; and very few weapons in the game number of properties though are near on par. BF4 also uses as custom engine the studio is very close with and knows its ever dark secret. Necode is highly experinced at this with about 12 games behind the team. Also the graphical engine for BF4 is very lightweight and turns ugly fast if you peel the layers out. Vehicles have zero adjustable properties so all copies of them are always the same. Despite running better in multiplayer the single player of BF4 has massive amounts of hilarity of issues to the point you almost have to question if the devs even played it.
No a more proper comparison on complexity would be
Borderlands being 32 players vs Dust 514 being 32 players. and no borderlands at 32 players aint happening ps3 gen for sure.
CPM 1, Secretary
Omni-Soldier, Forum Warrior
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Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
304
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Posted - 2015.04.11 17:54:00 -
[50] - Quote
Iron Wolf Saber wrote:Shamarskii Simon wrote:I kinda feel you for saying ps3 is old and very restricted on memory.
But... Umm...
Grand Theft Auto 5? (nuff said) Gran Turismo 6? (beautiful for how old the system is) WipE'out HD? (great graphics for how old the game is) Battlefield? (huge multi-player)
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, and looks/plays better.
Those games got the same hardware to work on, so.... Something is a likkle off... seeing the qualities of 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. Ahem as mentioned before GTA 5 is not only a single player game but the order of magnitude of things tracked is immensely smaller. A gta player vs a dust 514 player is probably order of magnitude 1,000x variables apart. Leaving lots of memory able to LOD stream objects, scripts, schedules and the likes to only what the player sees and in close proxima to his location. The streaming however has issues for example. If the player moves significantly faster than the LOD can handle there is geometry that is psychically there that will not render before it is too late; This has crashed many jets during high traffic times. near bridges. The game is entirely running on a very slim number of rules as notable with the excessively large number of glitches caused by situations arising to which the set rules cannot deal with it and was found to be within acceptable vision. One doesn't need to browse far to see the excessive number of glitches. Memory management of assest is still a major issue still at times; Misplaced vehicles because the game forgets where objects; failure to render completely; ghosts are more common in gta than you think and finally the extremely simple physicist engine deemed acceptable to cartoon standards. GT6 has even far less things to track; if realistic crashing was a thing then there be more but GT doesn't even want that to be a hallmark in their game. And like many high end graphical games the number of cheats they use is stupidly high all taking math but none the less delivers more for less cpu. Start modding those graphics options off and the game starts to look like crud real quick. Wipeout example is rather silly since its the linerider example here in terms of complexity. BF4 player attributes come closer to dust but the number of items are about 100x apart. Major differences is limited loadouts; linear progressions; no overhead stat altering system like the skill system; and very few weapons in the game number of properties though are near on par. BF4 also uses as custom engine the studio is very close with and knows its ever dark secret. Necode is highly experinced at this with about 12 games behind the team. Also the graphical engine for BF4 is very lightweight and turns ugly fast if you peel the layers out. Vehicles have zero adjustable properties so all copies of them are always the same. Despite running better in multiplayer the single player of BF4 has massive amounts of hilarity of issues to the point you almost have to question if the devs even played it. No a more proper comparison on complexity would be Borderlands being 32 players vs Dust 514 being 32 players. and no borderlands at 32 players aint happening ps3 gen for sure.
Quick question, I don't know if you know, or if you're able to answer, but just how are skills loaded into the game?
Is it real time?
I'll reply w/ these: GTA 5, i feel you.
GT5, i kinnda feel you... But if GT5 went down to Dust graphics do you think GT5 could go further per se?
WipEout for the fact that it was pretty much launch, where people barely understood the processor of the PS3, but that's referring to graphics.. So i feel you. But the ps3 was middle aged around Dust time, so it was understood by then.
BF... Hmm... No need to say anything. They tight on their secrets.
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Knightshade Belladonna
Mannar Focused Warfare Gallente Federation
1069
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Posted - 2015.04.11 17:57:00 -
[51] - Quote
why can't you just admit, that would not be such a big issue...if they had a competent team at the start of development for the PS3. Many mistakes were made, pkenty that can not just be simply corrected... so now we hit limitations... but the ps3 never limited dust from the start. that's just bullshit |
CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3367
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Posted - 2015.04.11 18:21:00 -
[52] - Quote
Iron Wolf Saber wrote:Look you and I both know we don't like things that are done half ass or quater mule or anything less than the best. However we have to come to certain terms. PS3 has only 256x2 mb of memory available to us; (unknown page file size but that's for on demand things like mail and whatnot for less than commonly called up resources not second to second demanded needs for animation.) Now here's where things get a bit nasty a significant portion consumed (40%) by the PS3 OS itself. SO 40% of 256 MB is about 102.4 MB You want to know what else is 102.4 MB large? http://fc07.deviantart.net/fs71/f/2012/007/8/f/soe_oberon_by_novafox-d4lkb73.jpgActually j/k; the raws of this picture is 1.2 gigs memory; features only 120 undo steps, 52 layers, doesn't even animate, interact, or do anything fancy; its nice to be able to save it as a JPG though but that cuts all the features out. Editing Software runs on 800mb; os+support at 2gb So now keep that in mind right now. Now for a revelation I have heard at fanfest that I think would not do any harm in revealing. Guess which vehicle has been in the dust 514 since near closed beta client but never seen? Amarr HAV? Nope Amarr LAV? Nope Amarr DS? Nope Amarr MCC? Nope Minmatar HAV? Nope Minmatar LAV? Nope Minmatar DS? Nope Minmatar MCC? Nope MTACs? you wished. Speeders? in your dreams VTOLS? I wished... MAVs? Don't we all? I can list a dozen more ideas but the point remains that the Gallente RDV which has been in the game for such a long time hasn't made a debute because of the simple fact we are out of memory. People we hit the limits of the ps3. We hit it long time ago. Yes you can yell that maybe dust 514 is terribly put together that doesn't change the fact that in order to get new models in; the others will have to take a hit in looks; performance; appearance; and essentially all have to be remodeled again in order to fit. Chopping an HAV in half will not magically give us the memory we need; hell in order to shove one new HAV in we have to chop the three to 1/10th most likely because this will cover the physics, animations (yes the HAVs animate); sound rules; and so much more. The same exact reason why MAG characters couldn't be customized; they too hit that limit. Probably the very damn reason why you will never see planetside 2 on the ps3 because of not the sheer number of people the game could throw at it but rather the sheer number of possible LOOKS (and physics and sounds) people can throw at it. Look I too want to see proper models for everything I really do; one of my largest gripes with the other game. However in the sake of name of fun; balance; content; and time management. These well done reskins will hold until the day we either figure out how to magically make everything cost less memory or we just suddenly get a whole lot more of it. Hell if you guys knew what sort of things are missing from even the current models due to low memory...
I appreciate the time you put into writing this out for the benefit of those that were maybe not familiar with the specs of the PS3.
However many of us have assumed this for the longest time. Is this not just more proof that DUST needs to be on the PC or hell even the PS4 at this point?
I can only imagine how much greater this game could be without the restrictions of the ageing PS3 architecture.
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
SCV Ready!
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TheD1CK
Dead Man's Game RUST415
1928
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Posted - 2015.04.11 18:28:00 -
[53] - Quote
Some clarity is always nice, thank you for that IWS however.. I'm sure you were prepared for the pitchforks, so let me grab mine
- The new maps. we hit the wall for new content and some of the worst maps to date where added.. ehhhmm wtf??
- Quafe .. we are nearing the limitations for new content, QUICKLY MAKE EVERYTHING PINK BEFORE ITS TOO LATE
- APEX.. adds 'something' a grind suit mostly.. if we had been asked, vehicles or APEX.. you know which we'd have picked
- Strongboxes / Missions / Warbarges, none really improve quality of play. I'd have went with performance upgrades
And that's just some thoughts on it.. we are nearing full capacity on memory... That really makes me wonder why vanity items took priority over performance.
I'm that drunk homeless guy who won't leave..
...Change??
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Dreis ShadowWeaver
0uter.Heaven Back and Forth
2673
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Posted - 2015.04.11 18:36:00 -
[54] - Quote
TheD1CK wrote:Some clarity is always nice, thank you for that IWS however.. I'm sure you were prepared for the pitchforks, so let me grab mine - The new maps. we hit the wall for new content and some of the worst maps to date where added.. ehhhmm wtf?? - Quafe .. we are nearing the limitations for new content, QUICKLY MAKE EVERYTHING PINK BEFORE ITS TOO LATE - APEX.. adds 'something' a grind suit mostly.. if we had been asked, vehicles or APEX.. you know which we'd have picked - Strongboxes / Missions / Warbarges, none really improve quality of play. I'd have went with performance upgrades And that's just some thoughts on it.. we are nearing full capacity on memory... That really makes me wonder why vanity items took priority over performance. #cashgrab514 #aurlords
Creator of the 'Nova Knifers United' channel
Caldari blood, Minmatar heart <3
I'm a monster
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Thumb Green
The Valyrian Mercenary Army
2219
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Posted - 2015.04.11 18:36:00 -
[55] - Quote
CommanderBolt wrote:I can only imagine how much greater this game could be without the restrictions of the ageing PS3 architecture.
And I can only imagine how much greater this game could be had there been a team as competent as the current one in charge from the get go. Certainly, eventually the PS3 would have restricted development but it's not the root cause of the road blocks currently being hit, merely a contributing factor.
Do you know who I am? I don't know how to put this but I'm kind of a small deal, not many people know me.
Rated [TV-MA]
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xxwhitedevilxx M
Maphia Clan Unit Pwnycorn
3082
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Posted - 2015.04.11 18:42:00 -
[56] - Quote
TheD1CK wrote:Some clarity is always nice, thank you for that IWS however.. I'm sure you were prepared for the pitchforks, so let me grab mine - The new maps. we hit the wall for new content and some of the worst maps to date where added.. ehhhmm wtf?? - Quafe .. we are nearing the limitations for new content, QUICKLY MAKE EVERYTHING PINK BEFORE ITS TOO LATE - APEX.. adds 'something' a grind suit mostly.. if we had been asked, vehicles or APEX.. you know which we'd have picked - Strongboxes / Missions / Warbarges, none really improve quality of play. I'd have went with performance upgrades And that's just some thoughts on it.. we are nearing full capacity on memory... That really makes me wonder why vanity items took priority over performance.
Because the more or less sneaky bugs does not depend (at least, not entirely) from "new stuff". You can possibly add hundreds of cosmetic items to a game without impacting the gameplay if you know how to handle and manage memory. Problem is, probably, there are no resources to even try to optimize the "heavily modified" UE and todays small team is trying to do its best with the very limited resources it has ( for example, game design options instead of code optimizing).
Guinea Dust Bunnies are watching you, CCP Rouge.
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TheD1CK
Dead Man's Game RUST415
1930
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Posted - 2015.04.11 18:42:00 -
[57] - Quote
Dreis ShadowWeaver wrote: #cashgrab514 #aurlords
It seems that way, considering they are a company, I don't hold it against them... But.. since Aurumlords, and the re-release of BPO's I had been foolishly optimistic
My reasoning.. surely if we are putting in cash they will add content.. GOD DAMMIT I spent quite a bit in that time thinking it would go towards content.. Now we are told.. end of the line.. can't add more until we figure out how to clean the mess we have... That is a serious kick in the nuts for me and others who though that money was going to improve the game
You could say.. all that cash has just went to Dust at least for the players anyway
I'm that drunk homeless guy who won't leave..
...Change??
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TheD1CK
Dead Man's Game RUST415
1931
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Posted - 2015.04.11 18:51:00 -
[58] - Quote
xxwhitedevilxx M wrote: Because the more or less sneaky bugs does not depend (at least, not entirely) from "new stuff". You can possibly add hundreds of cosmetic items to a game without impacting the gameplay if you know how to handle and manage memory. Problem is, probably, there are no resources to even try to optimize the "heavily modified" UE and todays small team is trying to do its best with the very limited resources it has ( for example, game design options instead of code optimizing).
Some of it is cosmetics yes... but not all..
- The train map is hardly a pink version of a working map we had - Cal Production facility is almost a cool map, but serious rendering issues and terrain bugs - MMC construction map same issues as CPF. - Warbarge may be low on memory usage.. but I reckon it takes enough - APEX could have been taped together.. but it still adds to whats used up
Had this post from IWS came before that content, sales would not have been what they were a lot of veteran mercs and newbies alike spent cash thinking it would add to what we have.
I'm just going to hope Rattati finds a way to free up memory usage.
I'm that drunk homeless guy who won't leave..
...Change??
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Cat Merc
Negative-Feedback. Negative-Feedback
15890
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Posted - 2015.04.11 19:34:00 -
[59] - Quote
>Sees IWS saying that GTA V's physics engine is extremely simple >Looks at DUST 514 >Looks at GTA V >Looks at DUST 514 again >Wonders what IWS is smoking
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Cat Merc
Negative-Feedback. Negative-Feedback
15890
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Posted - 2015.04.11 19:37:00 -
[60] - Quote
Because I want some of it.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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