Cal Predine
StarKnight Security
38
|
Posted - 2013.04.12 18:32:00 -
[1] - Quote
Not just me then?
I mean, it's always suffered framerate drops, but after swapping to a hybrid HDD/SSD* they went away. I was aware the problems were still there, but I'd reported them pretty thoroughly already, and wanted to move past them to test other aspects of the game while avoiding the overwhelming desire to beat my head against the nearest solid object.
But now (within the last week or two) they're back. Really *really* back.
Highlights include the old classic screen freezes and when it un-freezes I've lost *all* situational awareness since I don't even know which way I'm looking any more. Mostly it just makes it nigh-impossible to track a moving target, though.
* No - the answer is not "install a SSD". If the game doesn't run on the target platform - that's any out-of-the-box PS3 folks, then we, as beta testers, need to let CCP know. Thank you for your attention. |
Cal Predine
StarKnight Security
38
|
Posted - 2013.04.16 19:12:00 -
[2] - Quote
All valid points, folks. However. Ports have been variously forwarded, triggered, and entire PS3 DMZ'd. Tests have been repeated on 3 different routers (as far as the functions of the different routers allow - my Netgear and Cisco routers allow triggering, my Belkin only allows forwarding. Network engineering is my "thing" ).
Thanks all for the good advice, though, as I'm certainly also suffering what appears to be dropped packets, but it's obviously hard to trace and prove this over the UDP link which carries the game data. Problems are very much in evidence on all different maps - the Line Harvest 4-point map is a regular pain... So.... Dust client uninstalled, PS3 DB and file system restored. No change. PS3 *system* re-installed (i.e. fresh-build entire PS3) Dust client re-installed. No change.
I agree with Maken that the console is at (beyond?) its limits, and I also recall the map being removed from circulation. But I'm curious that it seems to be getting worse in the last week or so after some time of comparatively stable play... Again, I can only make educated speculations, but based on the timing of these problems appearing, I'm thinking that the Human Endurance event is proving successful, and pushing player connections beyond what the servers and their network infrastructure can handle efficiently. In which case - great! This is exactly why we're beta testing this beast, and CCP can gather data and ensure this doesn't happen when the game goes live.
But, while this makes sense in terms of network/ server problems, I'm not sure how network issues can explain framerate drops? It's not as if anyone would put a "sit and wait for network response" clause into the screen update code. Would they?
Obviously I'm also looking forward to improvements after 6th May |