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Thread Statistics | Show CCP posts - 1 post(s) |
Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.09 13:38:00 -
[1] - Quote
Sockets, the name for the moddable map design system that CCP uses to randomly generate maps NEEDS TO GO
if you simplify maps into one solid 3d mesh rather than this moddable system you will save a ton of memory wich is what is currently limiting the game.
they have already proven they can copy and paste pieces of sockets onto the ground mesh all thats needed is to do that with everything in the map and the game will run alot smother.
notice how old school ashlands and line harvest are the least laggy of all maps? its because they only have 0-3 sockets on the entire map and the sockets they do have acess too are low poly.
remove all sockets and use 1 static mesh instead of this failed socket system and you will gain a ton of performance in return.
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
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Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.09 14:41:00 -
[2] - Quote
CCP Rattati wrote:This is true, it was a beautiful fevre dream that doesn't deliver enough value for the technical cost. . Speaking as an fps player I prefer to learn my maps, and have those maps designed so there is not a single "win" strategy than have to adapt to randomization.
\o/ yay
i helpded
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
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Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.09 15:06:00 -
[3] - Quote
Ripley Riley wrote:CCP Rattati wrote:This is true, it was a beautiful fevre dream that doesn't deliver enough value for the technical cost. . Speaking as an fps player I prefer to learn my maps, and have those maps designed so there is not a single "win" strategy than have to adapt to randomization. Would it be possible to have a mixture of both philosophies? Have specific set pieces of the map be static but 1 - 3 randomized sockets each map?
possable but there isnt enough there to justify the performance loss (just think ashlands with no sockets vs line harvest with 3 medium sockets... line harvest suffers for it
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
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Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.09 15:49:00 -
[4] - Quote
Pseudogenesis wrote:Oh no :( I love the randomization of maps. Are you sure this is the problem?
its not THE problem so much as it is contributing to the problem
the problem is that the ps3 runs low on RAM playing dust and thats whats causing the massive "lag" problems outside of general connection issues.
part 1 is lowering the number of assets stored in memory as far as dropsuits are concerned (power cores)
and this could very well be part 2 or reducing the games load on the ps3 giving us a higher quality game as a whole.
the random maps weere a nice dream, but as with alot of aspects of dust that dream died a long time ago (theres currently no level design dev so no new maps outside of copy/paste anyways). its time to clean up what we have now that were more aware of the limitations that are being faced :P
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
|
Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.09 16:44:00 -
[5] - Quote
Alaika Arbosa wrote:Randomized maps would be one thing if the map design was actually remembered and assigned to the District that it was purported to be.
Randomly generate Ardar 3-1, store it and never waste resources regenerating this map since it is static and unchanging unless the NPC faction holding it decides to do some landscaping or construction project (in which case, CCP just changes the things it is decided need changed)
Randomly generate them all, store them as single static meshes to save on resources.
This might even allow us to include installation deployment by players. Add minor sockets to the static meshes, these minor sockets would be where different installations could be slotted. This is of course assuming that the minor sockets would be small enough that even 6-12 of them would still be less real estate than a single normal small socket .
(Is the amount of real estate each socket represents the problem or is it just the fact that there are X number of variables due to the existence alone of the socket)
Ever since the beginning, I was under the impression that it would be as detailed in the beginning of my post. Map gets randomly generated and stored, whenever that District is occupied, it uses the same map unless CCP decides to change something, owning players decide to change something (for massive CP/ISK of course) or if we ever get real physics and destructible environments (where owning players would still need to expend CP/ISK on repairs).
Why maps get "randomly generated" before every match IDK, TBH, I find that surprising if it is actually true since I very rarely see any variation in a map from match to match.
PC maps arnt random but still use the socket system, its just predetermined sockets. the problem isnt the randomness the problem is that having so many interconnecting meshes wastes alot more resources than a single mesh would on its own.
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
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Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.10 10:07:00 -
[6] - Quote
KEROSIINI-TERO wrote:Ghosts Chance wrote:Ripley Riley wrote:CCP Rattati wrote:This is true, it was a beautiful fevre dream that doesn't deliver enough value for the technical cost. . Speaking as an fps player I prefer to learn my maps, and have those maps designed so there is not a single "win" strategy than have to adapt to randomization. Would it be possible to have a mixture of both philosophies? Have specific set pieces of the map be static but 1 - 3 randomized sockets each map? possable but there isnt enough there to justify the performance loss (just think ashlands with no sockets vs line harvest with 3 medium sockets... line harvest suffers for it Are you sure you are barking up the right tree? Neither Ashlands nor Line Harvest have megainfrastructures known as large sockets. I firmly believe THEY are too complicated and the cause. This can be verified by visiting the socket and playing a game without visiting them.
this is true, its the large sockets puttinng the most strain on the system.
that said the medium and small sockets randomising on their own dont really add anything to gameplay.
the way i see it each land map can have x variations where the large and small sockets change but instead of the modular system they are integrated as a single non moddable mesh rather than the multi mesh system in place now, the result would be 5x as many "maps" (one variation for each large socket) giving us performance gains at the cost of the game taking up more hard drive space while still giving us a somewhat random feel.
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
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Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.10 10:51:00 -
[7] - Quote
Dimitri Rascolovitch wrote:On a side note, it doesn't help that ALL of our battlefields are actually just ONE big map, I think if there were individual maps that were slightly smaller, that it would vastly improve performance
To me it seems like the game wants to fill all the sockets including the ones in the redline
i forgot about that actually, alot of performance can be saved by simply deleting 75% of the map that we dont actually play on and replacing it with a low res image rather than the full textures.
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
|
Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.10 15:54:00 -
[8] - Quote
Knight Soiaire wrote:I once stuck a fork in a socket. that explains so much
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
|
Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.11 10:51:00 -
[9] - Quote
KEROSIINI-TERO wrote:Aeon Amadi wrote:
Apart from the Gallente Research Facility, most of your lag is coming from the limited PS3 memory trying to keep up with everyone's fittings. This has been confirmed by CCP repeatedly and there are a lot of efforts (Power Cores, Tiericide, SKINs) to alleviate that.
Really? I'd like to see the source for that for further details. BTW, haven't heard about it before and also find that to be an unlikely cause. its been confirmed by lord rattata himself. search in the power cores thread for more info.
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
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