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Shamarskii Simon
The Hundred Acre Hood
728
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Posted - 2016.01.31 02:21:00 -
[1] - Quote
Alright... My squad wasted an entire Dom trying to figure out how far the map really is. It was the gal lag facility.
We took several DS and tried to slingshot ourselves to the mountains way into the redline.
We died several times before reaching the ground... So i took an ADS and AB straight into the redline.
The mountains WAY in the distance -- Are actually mountains. The ADS bounced off the mountain, and my corpmate who was in the dropship walked around before the redline timer killed him.
Now... That was just one mountain... But have you seen the area around the gal lag facility? It's all mountains way into the redline! Far beyond the reach of an ADS sprinting straight into it.
Any solutions forum friends?
(we're continuing this experiment... We'll try to see if the sockets in the distance are actually there)
Potential Pilot Proposal? Yes!
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Shamarskii Simon
The Hundred Acre Hood
730
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Posted - 2016.01.31 02:43:00 -
[2] - Quote
Soto Gallente wrote:Diablo Gaykeeper wrote:the pockets are actually there, all the maps are just one giant map combined and then sectioned off by redlines We should have an experiment in the "Other Contracts" section of the Battle Finder where we open up the redline to include every single socket and try a 64 v 64 and see what performance would be like.
That would be interesting... Fully opening the map... But sockets will kill the ps3.
Unless we get rid of the excess far in the distance
Potential Pilot Proposal? Yes!
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Shamarskii Simon
The Hundred Acre Hood
731
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Posted - 2016.01.31 04:00:00 -
[3] - Quote
Lightning35 Delta514 wrote:There's an infinite redline timer glitch with Lav if you wanna explore more.
Go to redline and have an lav drive to you, get in and wait for timer to drop and it will reset. When it resets, hop out. Use multiple lavs fo Extra exploration time.
Also, many maps have different map parts. You can see them on the map it's self....sadly covered in red -_-
You know, maybe there could be a new gamemode like skirmish but a huge skirmish where each map is actually a dom map all put together to make a skirm
Hmm... I'm gonna try that tomorrow...
I don't really think blowing 200+k just for a 20 second observation is better than a 20k desync
Potential Pilot Proposal? Yes!
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Shamarskii Simon
The Hundred Acre Hood
734
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Posted - 2016.01.31 15:09:00 -
[4] - Quote
Cat Merc wrote:Think open world games. Do you think the entire map is loaded in at the same time? No, of course not. They stream the content from the hard drive as necessary. DUST is doing the same, you can sometimes approach a facility and it didn't have enough time to load from the HDD, so all you see is the extremely low LOD version that comparatively barely takes anything to render. The further away you are from something, the lower the detail it will load (because less of it is necessary). Example: http://cdn.tutsplus.com/gamedev/authors/michael-james-williams/3D_Primer_For_Game_Developers_fullsize_LOD-Models.jpgDUST's facilities have even more extreme lower end LOD than this.
Mmhm, i notice it w/ the cal production facility.. Except it likes to wait until I'm right in front to go high poly on me.
But then explain this: why does going into the city (like bridge map skirm) cause a severe frame rate drop, even after leaving it?
Potential Pilot Proposal? Yes!
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Shamarskii Simon
The Hundred Acre Hood
734
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Posted - 2016.01.31 15:12:00 -
[5] - Quote
Himiko Kuronaga wrote:Shamarskii Simon wrote:Alright... My squad wasted an entire Dom trying to figure out how far the map really is. It was the gal lag facility.
We took several DS and tried to slingshot ourselves to the mountains way into the redline.
We died several times before reaching the ground... So i took an ADS and AB straight into the redline.
The mountains WAY in the distance -- Are actually mountains. The ADS bounced off the mountain, and my corpmate who was in the dropship walked around before the redline timer killed him.
Now... That was just one mountain... But have you seen the area around the gal lag facility? It's all mountains way into the redline! Far beyond the reach of an ADS sprinting straight into it.
Any solutions forum friends?
(we're continuing this experiment... We'll try to see if the sockets in the distance are actually there)
Edit:
So we found out that there is am actual end to a map. But it's VERY far away from where the battle is..
I've also realized that they load the entire "area" at once, and just place sockets and the redline where the battle is (we flew into two other maps, the flat parts are socket location)
But what makes it bad is the fact we cannot see these areas until we are at the ceiling of the battle, and actually approaching the area.
(diablo is right. Mmhm) Hate to break it to you but the terrain itself consumes close to nothing, especially at distance as its using placeholder LOD. The actual sockets themselves, players, and inventory count are what screw the game up. You're chasing the wrong rabbit. Buildings outside the bounds of the map (at great distance) are typically hollow, super low-resource low-LOD stand-ins as well.
Mmhm, you're right, too.
But... Seeing the way everyone says "no memory, no memory" and nothing been done about the 1000+ unnecessary models the game has yet...
A lot of little somethings is better than nothing
If it's the appearance they looking for... Don't make it solid(?)
Potential Pilot Proposal? Yes!
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