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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Buster Friently
Rosen Association
435
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Posted - 2013.05.15 17:58:00 -
[61] - Quote
Render all players all the time. Find some other way to optimize. Not rendering players might improve the framerate, but this is far from optimization. This is damaging the game.
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EnIgMa99
Imperfects Negative-Feedback
313
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Posted - 2013.05.15 18:30:00 -
[62] - Quote
Buster Friently wrote:Render all players all the time. Find some other way to optimize. Not rendering players might improve the framerate, but this is far from optimization. This is damaging the game.
yes |
Enervating
Osmon Surveillance Caldari State
10
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Posted - 2013.05.15 21:04:00 -
[63] - Quote
I really don't understand why people are so upset about not being able to see players, or being able to see them but never hit. I use laser rifles and since the patch, everything I see remains rather safe as I don't have the range to hit it, nor the ability to see it through my pretty iron sights. Not being as much of an ass as it seems, I really can see player models all the way across the map. However I usually have to look for them, they don't just appear as though I'm using binoculars for everything. A players inability to instantly see everything on the battlefield isn't really all that bad of a thing. All in all, I'd have to say I'm for it remaining as it is. Oh, and CCP, please rename Dust 514 to AR Win. At least then we can stop pretending there's a rock paper scissors element and everyone can get themselves a shiny assault rifle with a winmatar logi suit. |
Buster Friently
Rosen Association
439
|
Posted - 2013.05.15 23:10:00 -
[64] - Quote
Enervating wrote:I really don't understand why people are so upset about not being able to see players, or being able to see them but never hit. I use laser rifles and since the patch, everything I see remains rather safe as I don't have the range to hit it, nor the ability to see it through my pretty iron sights. Not being as much of an ass as it seems, I really can see player models all the way across the map. However I usually have to look for them, they don't just appear as though I'm using binoculars for everything. A players inability to instantly see everything on the battlefield isn't really all that bad of a thing. All in all, I'd have to say I'm for it remaining as it is. Oh, and CCP, please rename Dust 514 to AR Win. At least then we can stop pretending there's a rock paper scissors element and everyone can get themselves a shiny assault rifle with a winmatar logi suit.
Next time you might try reading the thread troll. First, people are complaining because this "optimization" ruins tactical options and immersion. Imagine the following, team leader says "we have an orbital, where should I put it" you respond, "let me get on this hill and take a look". Now, if you're carrying a sniper rifle, you'll be able to see most of the map. Say you're a shotty, Nova knife scout, you won't see ****. This is just the tip of the iceberg.
And if you're going to toss in a flavor of the month non sequitur, at least get it right. The suit you're looking for is the caldari Logi.
Now, go away. |
EWO 1A
Seituoda Taskforce Command Caldari State
0
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Posted - 2013.05.16 01:43:00 -
[65] - Quote
Im having the same issue with far objects not rendering, with sniper rifles.
Someone send me a message when its fixed, until then, im done. |
EnIgMa99
Imperfects Negative-Feedback
317
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Posted - 2013.05.16 13:13:00 -
[66] - Quote
this should be a high priority fix! |
Appia Vibbia
Opus Arcana Orion Empire
38
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Posted - 2013.05.16 16:22:00 -
[67] - Quote
And in a few hours is my corp's first PC defense. Probably won't participate in the thing I have been looking forward to since it was announced. It'd be really awesome to be able to scout again. |
L 0659
Ill Omens EoN.
3
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Posted - 2013.05.17 07:38:00 -
[68] - Quote
please get this sorted, its so frustrating to be covering your squadmates, only for them to start shooting at nothing, then dissapear. It really disheartens me to the whole game |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
39
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Posted - 2013.05.18 00:26:00 -
[69] - Quote
CCP LaFerrari wrote:Appia Vibbia wrote:seriously, please tell me this was a huge mistake. there is a maximum distance I can see character models away from. It changes depending on what type of weapon I have equipped. Different sniper zooms let you see further, but even the Thale's has a limit. Hi, Thank you for the feedback. I believe what you're experiencing is the side effect of an optimization we did in Uprising. The optimization is about only simulating the characters within certain distance around your local player, which is a very common technique for games that have large maps. The view distance is partially tied to the weapon the player is using since for instance players using an assault rifle don't need to see as far as snipers. I'll talk to the relevant devs about this. In the meantime, can you guys provide a list of weapons that are most annoying?
While you're at it, ask them how an enemy player can stand next to you and shoot you and not show on your scanner...
Thanks in advance. Bill
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Buster Friently
Rosen Association
457
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Posted - 2013.05.18 03:30:00 -
[70] - Quote
bcs1a wrote:CCP LaFerrari wrote:Appia Vibbia wrote:seriously, please tell me this was a huge mistake. there is a maximum distance I can see character models away from. It changes depending on what type of weapon I have equipped. Different sniper zooms let you see further, but even the Thale's has a limit. Hi, Thank you for the feedback. I believe what you're experiencing is the side effect of an optimization we did in Uprising. The optimization is about only simulating the characters within certain distance around your local player, which is a very common technique for games that have large maps. The view distance is partially tied to the weapon the player is using since for instance players using an assault rifle don't need to see as far as snipers. I'll talk to the relevant devs about this. In the meantime, can you guys provide a list of weapons that are most annoying? While you're at it, ask them how an enemy player can stand next to you and shoot you and not show on your scanner... Thanks in advance. Bill
perhaps you should start a new thread for this completely irrelevant point, eh? |
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Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
102
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Posted - 2013.05.19 16:22:00 -
[71] - Quote
Friendly neighborhood this is still a problem bump. |
Church The Sniper
Silver Talon Corporation
0
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Posted - 2013.05.19 17:26:00 -
[72] - Quote
Otoky wrote:PT SD wrote:I think I'm finally convinced that CCP does not play the game we Love. Stop developing for our game, if you don't even play it. How can you ever know whatGÇÖs wrong with the game? If your not just as involved with the community and playing the game with us. We are speaking out because we love this game, not from malice. Your are a beta tester. Your job is to play the game at find bugs then report. How cant you understand that?
Correction, the game is no longer in beta, so what does that make us but disgruntled consumers. |
Appia Vibbia
Opus Arcana Orion Empire
38
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Posted - 2013.05.20 17:23:00 -
[73] - Quote
Why is this not even on the list of Known Issues? |
Buster Friently
Rosen Association
482
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Posted - 2013.05.22 04:36:00 -
[74] - Quote
Bump. This really needs to be fixed. |
psylocyborg
Cyberdyne Systems and Technology
21
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Posted - 2013.05.22 07:36:00 -
[75] - Quote
im getting the bug with all sniper rifles. range of occurrence seems random. fix plox
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Appia Vibbia
Opus Arcana Orion Empire
38
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Posted - 2013.05.22 16:53:00 -
[76] - Quote
This problem needs to be addressed. |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
103
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Posted - 2013.05.22 19:17:00 -
[77] - Quote
This bug seems to be fixed or at least a whole lot better with today's hot fixes. Can a DEV confirm if any thing was changed. |
Khabarakh Khimbar
Osmon Surveillance Caldari State
33
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Posted - 2013.05.22 20:12:00 -
[78] - Quote
I don't know the ins and outs of the unreal engine, but theoretical options may include:
Rotate the AOI grid to a diamond instead of a square, such that the players 12:00 faces a vertex instead of an edge. Probably impossible. Cull anim frames based on distance even further. Further restrict mip maps/texture LODs for distant targets. Send less frequent player/movement updates for entities that are a significant distance from other entities. They're basically unnoticed by players until they start firing.
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CCP LaFerrari
C C P C C P Alliance
24
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Posted - 2013.05.23 03:25:00 -
[79] - Quote
Enderr Wigginn wrote:This bug seems to be fixed or at least a whole lot better with today's hot fixes. Can a DEV confirm if any thing was changed.
Hi,
We recently removed the Z component when calculating the distance between the player and other units so the culling would behave the same regardless of the relative elevation between the two.
I believe that change was deployed as part of the server update yesterday and most likely caused the improvement you experienced.
Our long term goal is still to optimize the processing of each unit as much as possible so the client can afford simulating (not just rendering but also animation, logic, networking etc) more units at the same time and hopefully we can change the culling to what used to be in Chromosome.
Please trust me, this issue was not forgotten or overlooked, we just need the time to fix it without affecting client performance too much. |
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Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
106
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Posted - 2013.05.24 19:51:00 -
[80] - Quote
CCP LaFerrari wrote:Enderr Wigginn wrote:This bug seems to be fixed or at least a whole lot better with today's hot fixes. Can a DEV confirm if any thing was changed. Hi, We recently removed the Z component when calculating the distance between the player and other units so the culling would behave the same regardless of the relative elevation between the two. I believe that change was deployed as part of the server update yesterday and most likely caused the improvement you experienced. Our long term goal is still to optimize the processing of each unit as much as possible so the client can afford simulating (not just rendering but also animation, logic, networking etc) more units at the same time and hopefully we can change the culling to what used to be in Chromosome. Please trust me, this issue was not forgotten or overlooked, we just need the time to fix it without affecting client performance too much.
+3
Thank you Laferrari and all the Dev's. We know you all are working hard and are grateful for it. |
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Heavenly Daughter
SyNergy Gaming EoN.
90
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Posted - 2013.05.26 12:21:00 -
[81] - Quote
Appia Vibbia wrote:Heavenly Daughter wrote:. . . Side note, Bullets from the rifles are NOT moving anywhere near the speed stated in their facts. I've seen players 3x their distance by time the bullet has left it mark. I still managed to get 36 thought :) So the average is more around 10/15 and most of those kills are less that 400 Mtrs. :( H.D With that said: on which map, and in which game mode did you get those 36 kills?
I've only just spotted this , I only play Skirmish, and this was about a week into the new build. The map was the new version of Manus Peak.
This though Is still an exception, Double figure kills is still the norm, but much more difficult now, even with the latest update.
[IMG]http://i.imgur.com/REtzXhp.jpg[/IMG]
PS, this image link is to show, just how bad the distance is now for snipers. With nearly 40 kills and the longest amongst those is 370.
Come on CCP please.. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
380
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Posted - 2013.05.26 16:02:00 -
[82] - Quote
Getting this a lot when sniping from buildings. You have this clear view of the whole field... and very very few people are rendered. I'd say it's been a factor on EVERY level that I've sniped, so it's not just a Manus Peak problem, or what have you.
For me, it seems somewhere around the 300m area (half the range of the sniper rifle, basically) people stop rendering. It results in some quirks like people backstepping slightly and disappearing, and suddenly appearing later.
In one particularly amusing instance, both myself and enemy snipers had set up on the towers on opposite sides of Line Harvest. So, these fellows were eye-level, straight across from me. However, none of them rendered unless they stepped onto the inclined part of the tower facing me. If they backpedaled, they vanished.
Similarly, in Spine Crescent, sniping from a tower in the main complex, the people on the roofs of E and D weren't rendering.
I've also had people not rendering when using the Scrambler, despite them being in range (per the HUD information), and that sort of thing. This is really really really really really bad right now. I thought going to 480p might make people render at further distances (since you don't really need the optimization when the graphics are so much poorer), but it was just as bad. |
Buster Friently
Rosen Association
536
|
Posted - 2013.05.27 03:06:00 -
[83] - Quote
Zeylon Rho wrote:Getting this a lot when sniping from buildings. You have this clear view of the whole field... and very very few people are rendered. I'd say it's been a factor on EVERY level that I've sniped, so it's not just a Manus Peak problem, or what have you.
For me, it seems somewhere around the 300m area (half the range of the sniper rifle, basically) people stop rendering. It results in some quirks like people backstepping slightly and disappearing, and suddenly appearing later.
In one particularly amusing instance, both myself and enemy snipers had set up on the towers on opposite sides of Line Harvest. So, these fellows were eye-level, straight across from me. However, none of them rendered unless they stepped onto the inclined part of the tower facing me. If they backpedaled, they vanished.
Similarly, in Spine Crescent, sniping from a tower in the main complex, the people on the roofs of E and D weren't rendering.
I've also had people not rendering when using the Scrambler, despite them being in range (per the HUD information), and that sort of thing. This is really really really really really bad right now. I thought going to 480p might make people render at further distances (since you don't really need the optimization when the graphics are so much poorer), but it was just as bad.
It gets worse. I had a situation recently where an enemy Sniper could see me, but I could not see him. My squadmate, right beside me could not see the enemy either, but the enemy could not see my squadmate either, just me.
Now, I know, many are going to ask how I know this. Well, here's what happened. I'm on top of a building, so I have a clear line of sight. I get sniped, so I move to cover. I wait for my shields, and again go for exposure to shoot the enemy sniper. Again, as soon as I'm exposed, I get hit. I do this as many as 5 or 6 times, all while observing where the shots are coming from. Next, I move to my squadmate, also on the same building, and also on the lookout for the enemy sniper. This time I expose myself by moving to the side, and I'm actually behind my squadmate. I still get hit as soon as I'm exposed, but my squadmate, also exposed, does not get hit, nor can he see the enemy sniper.
Please fix this.
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CCP LaFerrari
C C P C C P Alliance
33
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Posted - 2013.05.27 03:21:00 -
[84] - Quote
Enderr Wigginn wrote: +3
Thank you Laferrari and all the Dev's. We know you all are working hard and are grateful for it.
I just want to say, the support from the community is much appreciated and needed :) |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
385
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Posted - 2013.05.27 04:54:00 -
[85] - Quote
Buster Friently wrote:It gets worse. I had a situation recently where an enemy Sniper could see me, but I could not see him. My squadmate, right beside me could not see the enemy either, but the enemy could not see my squadmate either, just me. Now, I know, many are going to ask how I know this. Well, here's what happened. I'm on top of a building, so I have a clear line of sight. I get sniped, so I move to cover. I wait for my shields, and again go for exposure to shoot the enemy sniper. Again, as soon as I'm exposed, I get hit. I do this as many as 5 or 6 times, all while observing where the shots are coming from. Next, I move to my squadmate, also on the same building, and also on the lookout for the enemy sniper. This time I expose myself by moving to the side, and I'm actually behind my squadmate. I still get hit as soon as I'm exposed, but my squadmate, also exposed, does not get hit, nor can he see the enemy sniper. Please fix this.
I think I had something similar going on in Line Harvest actually. I counter-sniped 4 guys at once... they were all on the same platform. They never shot at me that I saw. Now... I'm an "ok" sniper in the best of times - I can't kill four guys at once that all know where I am and are gunning for me; I'm almost positive they weren't seeing me at all considering (and with all of us on the tower tops, cover wasn't a factor). |
Appia Vibbia
Purgatorium of the Damned League of Infamy
39
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Posted - 2013.05.28 17:23:00 -
[86] - Quote
CCP LaFerrari wrote:Enderr Wigginn wrote: +3
Thank you Laferrari and all the Dev's. We know you all are working hard and are grateful for it.
I just want to say, the support from the community is much appreciated and needed :)
It is hard to say, "thank you" when this problem has completely destroyed a role. But it is appreciated, as no one else has mentioned or noted that this is a problem or is getting fixed. This morning I played a game where it was 12 clones against 104. 6 snipers, and frontline, and a logi were together with the goal of taking as many clones as possible. What could have been a viable game style only resulted in the loss of 9-10 clones on the other team. This is because you can't see past 250m (though I am quite thankful that that has been increased to 250 on a flat plane) without someone engaging them.
I just can't fathom how graphics have been "optimized" when there are so many problems with them, AND you took away the ability to see past our own noses. |
2100 Angels
The Southern Legion RISE of LEGION
136
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Posted - 2013.06.14 11:48:00 -
[87] - Quote
The most recent update (a month or so ago?) has improved my range as a sniper to ~450ish, though this seems to be somewhat inconsistent. With a range of 600, this is still very frustrating.... Are there any plans to implement a fix in Uprising 1.2 or should we expect a longer wait time?
Cheers |
Ku Shala
Planetary Response Organization
12
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Posted - 2013.06.14 17:00:00 -
[88] - Quote
CCP LaFerrari wrote:Appia Vibbia wrote:seriously, please tell me this was a huge mistake. there is a maximum distance I can see character models away from. It changes depending on what type of weapon I have equipped. Different sniper zooms let you see further, but even the Thale's has a limit. Hi, Thank you for the feedback. I believe what you're experiencing is the side effect of an optimization we did in Uprising. The optimization is about only simulating the characters within certain distance around your local player, which is a very common technique for games that have large maps. The view distance is partially tied to the weapon the player is using since for instance players using an assault rifle don't need to see as far as snipers. I'll talk to the relevant devs about this. In the meantime, can you guys provide a list of weapons that are most annoying?
my charge sniper hias a max rang of 500m+ and i cant see much past 300m |
Appia Vibbia
Purgatorium of the Damned League of Infamy
43
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Posted - 2013.06.14 18:26:00 -
[89] - Quote
Still no new information. lovely. |
PsychoLogiKal PsyDrei
ZionTCD
37
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Posted - 2013.06.15 02:12:00 -
[90] - Quote
I believe this is what stems the invisible swarm missiles issue. I think that possibly if the player model doesn't show on my screen as a rail tank I don't see incoming swarm missiles and just feel and see the damage done to my tank. It comes from an un-seen foe in the direction of an open area with no missiles in sight. Yet I'm still getting shot by them repeatedly from the direction of an open area in which I am actively watching. |
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