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Covert Clay
Red Star. EoN.
37
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Posted - 2013.05.09 20:28:00 -
[1] - Quote
Iron Wolf Saber wrote:Guys you have to understand all things takes time.
Majority of the roots for notes was culmination of nearly 2 weeks of work of the CPM reading and talking with you guys and your concerns and doing even some speadsheet-fu on your behalf. From finding out what the issues are, how important they are to you guys and then drafting them into something CCP can use to talk to their developers with. It would not surprise me if it takes the CCP community team the whole day talking with every team about ever issue and how those teams are going to see about fixing the concerns.
I can't believe I managed to stay up 27 hours for this meeting but I did.
I was your #4000th like XD |
Covert Clay
Red Star. EoN.
37
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Posted - 2013.05.09 20:59:00 -
[2] - Quote
Does this mean it is 100 percent confirmed that there will be another respect soon? |
Covert Clay
Red Star. EoN.
37
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Posted - 2013.05.09 22:02:00 -
[3] - Quote
Heinrich Jagerblitzen wrote:5aEKUXeRJGJ27kCDnDVYak5q wrote:just wondering if you guys talked about the framerate / performance issue
because the game runs really low framerate Absolutely. This is definitely unintended - and CCP's working on investigating every possible underlying cause as we speak. Something happened between testing Uprising at FF, and playing Uprising on Tranquility, because we played the same build, on stock PS3's (no SSD or anything) at FF and had amazing framerates. I'm sure they'll announce their progress as they go, but CCP also seemed surprised to learn that it plays differently on Tranquility and are working on this problem specifically.
Mr Heinrich sir,
Can we fully expect another respec or do we just have to wait and find out? |
Covert Clay
Red Star. EoN.
37
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Posted - 2013.05.10 15:45:00 -
[4] - Quote
matsumoto yuichi san wrote:on the note of framerate fails on TQ from sisi
i'd bet it's the render thread getting stuck on some resource locked by the thread handling netcode most likely related to player positions might also explain perceived lag in all sorts of places, the client it waiting on the server to respond when it shouldn't it should move on with an assumed behavior, EG continue walking, so this might be related to throwing grenade sseeming to have huge delay, to getting stuck on things, to players being bouncy, and to huge FPS loss
just saying, look at something regarding player positions getting a mutex lock or something from netcode and holding up the render thread.
oh to test this see what the client does in test if you introduce ~100ms ping and 10% loss FINALLY! Someone who understands lag and networking! |
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