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KalOfTheRathi
Talon Strike Force LTD
487
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Posted - 2013.07.08 05:47:00 -
[1] - Quote
This entire over zealous draw distance truncation needs some level of user setting. Snipers cannot see targets*, HAVs don't know who is shooting at them, counter-sniping can be near to impossible depending on the weapon and all so we can have pretty sun flare crap smeared across our screens. How much is the snow and rain costing us?
Some explanation should be available to the gamers that are trying to stick with this game. Why can Proto snipers see the entire length of the map while others are limited to barely past 400m?
Drop the useless graphics enhancements and give me good game play.
* If I am the Sniper's target I am fine with them not seeing me. However, I might be biased. |
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KalOfTheRathi
Talon Strike Force LTD Covert Intervention
493
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Posted - 2013.07.09 11:23:00 -
[2] - Quote
Takahiro Kashuken wrote:They say it was optimization reasons i think If you read my post above I mention that. This is a direct result of moving to UnReal Engine 4 and needing more power to display the fancy graphics. Which are real pretty I admit.
However, until we can set the draw distance they are killing HAVs, limiting the effectiveness of Rail Guns to half their undocumented range and doing the same for some Sniper Rifles, if not all.
Making the game unplayable seems like an ever so slightly incorrect direction. Specifically it is dead wrong.
Seriously, having to get Out of a HAV to Find the Target then getting back in and trying to hit the Unseen Target is not good game play. |
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KalOfTheRathi
Talon Strike Force LTD Covert Intervention
508
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Posted - 2013.07.11 22:20:00 -
[3] - Quote
Buster Friently wrote:They did not move to Unreal engine 4. So sooooorrry for my confusion. ![Straight](https://forums.dust514.com/Images/Emoticons/ccp_straight.png)
I was informed that the Released Product would be on UnReal 4. The UnReal 3 variant they were using was unable to handle the planned graphics level was the stated reason. That may have been a simple misstatement. And it might well be that, even though Epic Games has been working on it since 2005, they have yet to announce the release of the new version. ![Ugh](https://forums.dust514.com/Images/Emoticons/ccp_ugh.png)
Almost all the frame rate issues I have experienced over the last year are because of two reasons; The famous CCP server architecture (which they have improved somewhat with C++ vs Ruby) and memory leaks in a broader sense. Memory leaks were normally solved by restarting DUST. The memory leaks and your other inefficiencies are because they are inexperienced doing FPS.
Next time you get prissy, try to send me the link to something other than the first post in a post many pages long. Just cutting and pasting the quote from a Dev would work. There was no mention of the UnReal version in the entire post, so thanks for that. Just a little babbling about culling and removing the Z component. And how they want it to be back to what Chromosome was. Well, so do I, ducky. So do I.
Now we have grass popping in everywhere, which is beyond useless, when I would much rather be able to see my enemies in this Shooter. You know, so I can shoot them. All the texture pop in is distracting. |
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KalOfTheRathi
Talon Strike Force LTD Covert Intervention
518
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Posted - 2013.07.14 03:46:00 -
[4] - Quote
Buster Friently wrote:How about a source for any CCP dev mentioning Dust and Unreal 4 together? None.
Aside from that, I agree that the culling is bad, and that I'd rather have proper view distance than some of the improved graphics. I'm not at all sure this is the tradeoff though.
Also, there are already threads on this topic, and posts about this subject are better there. Dev responses there too, though quite old now. I regret not having saved the link but I was unable to find it via Search. It most likely an interview but those have proven more difficult to sort through. Or worse, an IRC. This was way before Chromosome, btw. I used it to justify my fanboi support of the mediocre graphics back then by stating how the Release would make it all worth the wait as they were going to UR4. Whether I was dreaming, or whatever, the results are the same. No UnReal 4. Now we have nicer graphics that break game play.
The Dev responses I have found were lame, imo. More PR than anything of substance. Typical CCP/Shanghai placation. The older posts I found (not that you linked any past the boring one) were not burdened with the reality of myriad updates to fix some of the problems due to their age. Additionally I am still frustrated with the problem continuing for HAVs and kept hearing the topic come up in squad, usually with cursing. So I posted this. Thanks for the judgmental comments without actually providing something of worth from your own sweet self.
The odd thing is that a cull list is somewhat wrong in this particular context. Objects out of range would normally never even be put in the draw list. Adding them only to eliminate them adds processing overhead and memory thrashing. That may be a limitation of their library but my experience with culling was focused on culling objects that would not be seen in the current list of objects that had made it past the draw distance check. The draw distance check before queuing is easier since it will have to be done eventually anyway. Checking it before consuming memory and overhead can lead to a more efficient solution. Not something that GPU/SPE software is noted for. Just brute force the calculations is a common attitude in some of the modern libraries.
The trade offs are pretty clear from a programming stand point, which is my background. While empirically the results are very clear; We have grass texture popping its cute little self in plain immersion breaking view while we continue to get shot by Mercs that are out of sight. Snipers can see farther than a Rail Gun operator with a 599m range. Not being able to see the range of the weapon is just plain wrong.
Which says to me that graphics are still better and game play for HAVs is still broken. That is the reason for my posts. Although I agree that the Snipers were having some problems as well.
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