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Daddrobit
PFB Pink Fluffy Bunnies
303
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Posted - 2013.05.30 05:12:00 -
[1] - Quote
Bubba Brown wrote:-game was made with the unreal engine, on a console
UE3 is a fine engine. The Engine isn't what's stifling the game, it's the hardware, the PS3. The track record for the engine is pretty damned good.
Best Product or Service
NCTA - 2012 GÇô 2012
Best Product or Service
NCTA - 2012 GÇô 2012
Best Tools Provider
2012 Develop Industry Excellence Awards GÇô 2012
Best Taste of Next-Gen
GamesRadar, E3 2012 Important Stuff Awards GÇô 2012
Coolest Tech
IGN, Best of E3 2012 Awards GÇô 2012
Best Tech
Game Informer, Best of E3 2012 Awards GÇô 2012
Best Game Engine
Game Developer Magazine Front Line Awards GÇô 2011
Top Industry Driven Tech of the Year
NCTA GÇô 2011
Best Game Engine
Develop GÇô 2011
Best Game Engine
Game Developer Magazine Front Line Awards GÇô 2010
Best Game Engine
Develop GÇô 2010
Best Game Engine
Game Developer Magazine Front Line Awards GÇô 2009
Best Game Engine
Develop GÇô 2009
Best Tools Provider
Develop GÇô 2008
Top Industry Driven Technology of the Year
NCTA GÇô 2008
Hall of Fame
Game Developer Magazine Front Line Awards GÇô 2008
Best Game Engine
Game Developer Magazine Front Line Awards GÇô 2007'
Best Technology
Game Developer Choice Awards GÇô 2007
Outstanding Achievement in Online Game Play
AIAS Interactive Achievement Awards GÇô 2007
Outstanding Achievement in Visual Engineering
AIAS Interactive Achievement Awards GÇô 2007
Best Game Engine
Game Developer Magazine Front Line Awards GÇô 2006
Best Graphics (Technical)
GameSpot GÇô 2006
Best Graphics:Reader's Choice (Technical)
GameSpot GÇô 2006
Best Graphics
Spike TV Video Game Awards GÇô 2006
Best Graphics
TeamXbox GÇô 2006
Best Game Engine
Game Developer Magazine Front Line Awards GÇô 2005
Best Graphics Technology (Xbox 360), Technological Excellence
IGN GÇô 2005
Best Game Engine
Game Developer Magazine Front Line Awards GÇô 2004
You don't win multiple awards 8 years consecutively for nothing you know.
Let me try to explain it to you.
When the system tries to run a game like say COD or BF3, it has to take into consideration a few things and open up "packs" that contain these things so they can be used in the game. These include the different weapons, different attachments, kill streaks, and a couple perks that might affect your characters physical performance. Then when in game, the system calculates the actions done by and to the "actors" in game.
Example: Speed
Actor 1 has no sprint boost therefore speed = 1 Actor 2 has sprint boost so therefore he moves at speed = 1.25 Actor 3 has squad sprint boost therefore actors 1,2,3,4 speed = 1.25
And that's the culmination of any deciding factors for speed.
Each actor only really has 2 variables for speed, and only 3 variables to decide how it's enabled.
Example: Recoil
Actor 1 has no foregrip therefore weapon kick = 1 Actor 2 has foregrip therefore weapon kick = 0.75
And that's the culmination of any deciding factors for recoil on a weapon.
Each actor only has 2 variables for recoil, and only 2 variables to decide how it's enabled.
Now think in terms of Dust's pack size. It has to load in packs that contain over 100 different weapons, and eventually each could have different attachments, vehicles each with dozens of weapons and over 100 modules that affect their performance and survivability, each one fitted uniquely, dropsuits that have over 100 different modules that affect your performance and survivability, again each one fitted uniquely, and 100's of skills, each different for each player, several of which have to be used in conjunction with the skills of the other players and calculated accordingly on the fly like scan resolution.
Now look at the speed example again for dust.
Actor 1 has sprint 0 and is in suit A therefore speed = 1 Actor 2 has sprint 1 and is in suit A therefore speed = 1.05 Actor 3 has sprint 2 and is in suit A therefore speed = 1.1 Actor 4 has sprint 3 and is in suit A therefore speed = 1.15 Actor 5 has sprint 4 and is in suit A therefore speed =1.2 Actor 6 has sprint 5 and is in suit A therefore speed = 1.25
And that's with just base speed for one suit type and no sprint augmentation modules.
The deciding variables and end result variables are potentially massive.
Take into consideration that every actor on the field could potentially have a different speed algorithm attached and each must be executed and represented correctly at all times. And this is just for one skill. Now think of any other skill and weapon and think of how much the system has to handle every moment.
Dust has so much it has to process at any given time that quite frankly, it's incredible they've gotten this far on the limitations the PS3 infringes, (256 MB RAM? You can buy the Raspberry Pi computer for 35$ and it has double that, or upgrade my desktop to 8 gigs for $40.) |
Daddrobit
PFB Pink Fluffy Bunnies
304
|
Posted - 2013.05.30 07:45:00 -
[2] - Quote
Clyde Night wrote: Is this a joke? Have you never heard of MAG? 256 players in one battle,32 squad leaders calling in air strikes 8 platoon leaders calling in air strikes 2 oics altering every players abilities on the entire field and minimal lag (when the game had most players and the servers were being maintained). The aiming was WAY smoother and you didn't injure yourself every 5 secondsfalling up a hill.
The PS3 is fine
Yes I've heard of MAG, I played MAG from the closed beta until late 2012 and put in over 4000 hours of in match time into that game over 3 accounts.
Have you played MAG recently? It blows, hard. It was at it's best and most stable when it first came out and regardless of the fuckups that Zipper implemented through patching the game later, it was stable because it really wasn't overwhelmingly complex.
You had 67 on/off skills like sprint speed, either you ran faster, or you didn't. Or the health skills, either you had 100 hp, or 120 hp. Only a few skills cost 1 point, most cost between 2 and 5 points and things like extra weapons and weapon attachments were gotten through skillpoints, so you couldn't be spread out on your skill allocations as you only had 60 points max. In terms of maps, there were only 12, and 3 were just rehashes of others for one of the 4 game modes. In terms of suits, you had a whopping 3 options and each faction had 12 weapons.
Then Zipper decided to expand the game.
They doubled the amount of suits, they added 15 weapons and flashbangs, they added 2 game modes and 6 more maps, they added in more clan support for bigger squads, they added multi-Q and Happy Hour, they made it so any faction could attack or defend any map, they added 10 more levels to the cap and 10 extra skillpoints, they added in CP and store bought weapons and attachments.
But most of all, they expanded the Skilltree. It's almost a carbon copy of what we have in dust, except it's still much smaller. You can focus an area to increase effectiveness by 1-3 levels. Thin increased the skiltree from 67 to 141 different skills. And while the previous skill tree made it difficult to be have more than maybe 2 dozen on/off skills augmenting your character at any given time, then new skilltree makes it so you can have 30-40 different skills augmenting your character with effectiveness varying from 0-33%-66%-100% at any given time.
So how did this effect the game?
Well for starters when it was first released, the system would constantly show error messages, framerate drops, hardlock and freeze up after every 2-4 games, and that's not to mention the stutterstep and rubberband lag that became extremely prevalent. And while Zipper was able to decrease the hardlocks by a degree, you will still end up turning off the system not because you decided it was time to stop playing, but because the game decided to stop playing if you try and pop in the disc to this day.
There is just so much complexity that the system can handle and the fact that you bring MAG to the table is simply ironic in that it shows exactly what happens when you give the system more than it can plow through.
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Daddrobit
PFB Pink Fluffy Bunnies
304
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Posted - 2013.05.30 08:26:00 -
[3] - Quote
PonyClause Rex wrote:CCP: lets release a shooter on a console to tap the lucrative console market Players: No shooters are better on PC CCP: We cant ignore all that money we will get from making CoD in space, plus developing games for PC blows Players: Ok what ever CCP: *makes shooter on ps3 and alienates target audience, gets a sh1tty review Players: we told you
I honestly wonder who CCP is targeting with their game. They say they want to target consoles, and yet they make the game so anti-casual that only hardcore grinders will want to play for the potential end game status.
Then they add KBM support, but why? It's on a console, and adding KBM is targeting PC players, and the only PC gamers who'd play the game on console are the ones they've already netted with EVE, the ones the specifically said they didn't want to target because it would be fishing from their EVE playerbase. And then they make 'fixing' KBM support a huge implementation of the Uprising release build, and somehow completely neglect to QA DS3 support, the choice input device for PS3 console players, you know, the ones they're supposed to be targeting and so completely **** up the aiming mechanics that it causes a portion to leave.
And then they announce that they aren't going to do any advertising at all for the release and near future, so the only advertising the game really gets is the scroll bar on the XMB and negative reviews from places like IGN.
It's mystifying. |
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