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Shaun Iwairo
DUST University Ivy League
149
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Posted - 2015.10.18 02:24:00 -
[1] - Quote
It's not about the total content, it's about the content that is or needs to be immediately accessible.
All the little bits of information about each players potential look and state and that of their deployables. The number and quality of the meshes and textures of static objects. All the things you can access at the press of a button like chat channels and fittings lists.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
149
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Posted - 2015.10.18 02:56:00 -
[2] - Quote
dreth longbow wrote:Shaun Iwairo wrote:It's not about the total content, it's about the content that is or needs to be immediately accessible.
All the little bits of information about each players potential look and state and that of their deployables. The number and quality of the meshes and textures of static objects. All the things you can access at the press of a button like chat channels and fittings lists. Not to mention bad programing
The thing about using something like UE is that it's difficult to program poorly. Optimizations only come from trying to get the game to do less.
Aeon Amadi wrote:Thing is though man, we've reached the absolute limit when it comes to optimization. Like, there's nothing more we can do. Graphically, mechanically, we've optimized everything possible. Anything else and the game would.... Well, it wouldn't be Dust 514, that's for sure xD
'We've taken out everything that we think we can without interfering with our core game design philosophies'
I don't really agree with that because one of the most important core game design philosophies should be 'Dust is a competitive shooter', which we know can't happen at 15fps. But that is the stance and is why we're still sitting at such poor framerates.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
149
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Posted - 2015.10.18 03:10:00 -
[3] - Quote
deezy dabest wrote:Maps that are 100s of thousands of square meters with at least 4 - 5 different building models.
Unique models for every suit and color variation. (Being solved currently)
Unique models for every weapon and color variation.
Unique models for every vehicle and color variation. This also includes unique models for every vehicle weapon.
3 different unique large turret models.
2 unique MCC models.
For the life of me I just can not figure out why we would be running out of memory. Doesn't every well optimized game have this much waste?
Wait are you saying they use a unique mesh for each texture variation on suits/weapons/vehicles?
(e: I find that hard to believe but) If so I retract my 'no bad programming' comment.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
152
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Posted - 2015.10.18 03:31:00 -
[4] - Quote
deezy dabest wrote:Shaun Iwairo wrote:deezy dabest wrote:Maps that are 100s of thousands of square meters with at least 4 - 5 different building models.
Unique models for every suit and color variation. (Being solved currently)
Unique models for every weapon and color variation.
Unique models for every vehicle and color variation. This also includes unique models for every vehicle weapon.
3 different unique large turret models.
2 unique MCC models.
For the life of me I just can not figure out why we would be running out of memory. Doesn't every well optimized game have this much waste? Wait are you saying they use a unique mesh for each texture variation on suits/weapons/vehicles? If so I retract my 'no bad programming' comment. That is the real reason for skins coming out if you go back through the old discussions on it. Hopefully power cores will even further unify these assets finally giving us workable space on the PS3. Only time will tell.
Oh my god it all makes sense now. You ever seem to get an fps drop at the most inappropriate time? Like just as an enemy is coming into weapon range? I'm sure we've all experienced it. What if that was because the enemy was wearing one of the mesh/texture combinations that weren't loaded into memory during the loading screen? Because lets face it, there's no way you could have all the combinations pre-loaded. If this is correct, and I hope to god it isn't, it has some pretty serious implication. Again I have to stress if this is correct, because this is going to get kinda nasty.
- CCP more than likely know about the performance impact of loading a mesh/texture combo in during gameplay. - With that knowledge they've repeatedly and consistently added even more mesh/texture combinations into the game. - The way that these new items are obtained kinda puts CCPs commitment to the game into perspective.
One more time, if this is correct, I'd just like to say that I doubt these decisions are coming from Rattati.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
152
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Posted - 2015.10.18 03:47:00 -
[5] - Quote
deezy dabest wrote:Rattati is exactly the one who pushed skins through as fast as possible to correct this terrible setup which he was handed.
I will search through the dev archives for the exact info to give you a better idea what is going on there.
Yep which is why I said I doubt it's Rattati's fault, he's trying to fix it.
I'd very much like to see the appropriate archive. I tried searching for SKIN and filtering by Dev but there was a lot of noise in the results.
Everything outside of those ranges gives a very basic rendering and is only fully loaded once render range is reached.
This is exactly what I'm talking about, it's called Network Relevancy in UE. Outside of a certain distance your client doesn't care what the enemy looks like so it doesn't have anything special to render. The reason I think it's a particular problem in Dust is that the client not only has to go to the RAM to see what it needs to render, it first has to ask the hard drive to put what it needs to render in the RAM.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
152
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Posted - 2015.10.18 03:56:00 -
[6] - Quote
deezy dabest wrote:
You are absolutely correct but it also seems that somewhere along the way the RAM may not flush properly which is why the problems are worse after you have been playing the game for a couple of hours.
At a guess I'd say that once a new character model enters the RAM it stays there. It'd be easy to flag map data for removal from RAM but not so much anything that enters during gameplay.
Something is killing new player retention.
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