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Thread Statistics | Show CCP posts - 0 post(s) |
Spycrab Potato
Hold-Your-Fire
98
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Posted - 2013.07.07 00:38:00 -
[1] - Quote
Not sure if this is a bug, but when I am in my rail gun players and vehicles without players in them don't render. I have tried changing graphic settings and all that but to no avail. The Bolas will render but not the vehicle. Also, sometimes my rail gun won't do damage and will fire delayed. |
Nitrobeacon
Freek Coalition
3
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Posted - 2013.07.07 12:14:00 -
[2] - Quote
This is a very serious bug for railguns, thus making caldari HAVs more useless at their "range superiority". |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
253
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Posted - 2013.07.07 13:49:00 -
[3] - Quote
Sometime i need to get down from my HAV to see who is shooting at me is terrible, even little turrets have a better rendering distance. |
Spycrab Potato
Hold-Your-Fire
99
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Posted - 2013.07.07 17:12:00 -
[4] - Quote
Ok, I am glad other people are experiencing this. |
Chances Ghost
Inf4m0us ROFL BROS
234
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Posted - 2013.07.07 19:09:00 -
[5] - Quote
its sad when the whole not rendering thing was justifyed by them saying that we dont need to see people that far away, but then you get into your small blaster turret and suddenly have super sight |
Spycrab Potato
Hold-Your-Fire
102
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Posted - 2013.07.08 01:27:00 -
[6] - Quote
This really needs more attention. It is very bad and stops us rail gunners from being able to support in AV and just general killing people. |
KalOfTheRathi
Talon Strike Force LTD
487
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Posted - 2013.07.08 05:47:00 -
[7] - 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. |
daishi mk03
Brutor Vanguard Minmatar Republic
0
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Posted - 2013.07.08 07:31:00 -
[8] - Quote
This is a serious bug. My railgun has a range of 599 m and I want to use all 599 m. Especially for redline artillery tanks, which depend on the range between 400 m and 599 m this is crucial. Last domination I was struggeling and had to shoot most of the time blindly. We lost and I didnt even get 2k WP. What the? |
Takahiro Kashuken
Red STar. EoN.
623
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Posted - 2013.07.08 11:46:00 -
[9] - Quote
They say it was optomization reasons i think |
KalOfTheRathi
Talon Strike Force LTD Covert Intervention
493
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Posted - 2013.07.09 11:23:00 -
[10] - 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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Wrath Red-Feather
G I A N T EoN.
89
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Posted - 2013.07.10 14:01:00 -
[11] - Quote
So glad someone mentioned snipers!
Anyone else notice that players also meld or become a part of steps, platforms, and walls? |
Buster Friently
Rosen Association
1095
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Posted - 2013.07.10 20:21:00 -
[12] - Quote
KalOfTheRathi wrote: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.
They did not move to Unreal engine 4.
Please, again, get your facts straight.
This is not because "they need more power to display the fancy graphics". If you've noticed, the framerate has improved significantly since chromosome. Unfortunately, some of the optimizations that have resulted in better framerate are because of the ridiculous distance culling, which is bad bad bad.
The distance culling needs to go, and CCP needs to optimize using other areas of inefficiency.
Please see this thread if you are still confused:
https://forums.dust514.com/default.aspx?g=posts&t=74777&find=unread
Please note, Dust is on the Unreal 3 engine currently. |
daishi mk03
Brutor Vanguard Minmatar Republic
0
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Posted - 2013.07.11 08:18:00 -
[13] - Quote
Yeah, we know that Dust is on Unreal 3 engine, only this one guys does not.
But please lower all texture details and stuff and give me back my 600 m visual range in my railgun tank. I spend millions of ISK per tank and millions of SP to stay blindly in my tank and can't see anything that is hitting me. Forge gunners, railgun turrets, other tanks. |
daishi mk03
Brutor Vanguard Minmatar Republic
0
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Posted - 2013.07.11 11:37:00 -
[14] - Quote
Could at least a Dev Member say anything, like "This is interesting", "We have noticed this, too", "Really?", "Working as intended" or "stfu and play" |
KalOfTheRathi
Talon Strike Force LTD Covert Intervention
508
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Posted - 2013.07.11 22:20:00 -
[15] - Quote
Buster Friently wrote:They did not move to Unreal engine 4. So sooooorrry for my confusion.
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.
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. |
Buster Friently
Rosen Association
1105
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Posted - 2013.07.12 20:46:00 -
[16] - Quote
KalOfTheRathi wrote:Buster Friently wrote:They did not move to Unreal engine 4. So sooooorrry for my confusion. 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. 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. 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.
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daishi mk03
Brutor Vanguard Minmatar Republic
3
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Posted - 2013.07.12 22:27:00 -
[17] - Quote
People get invisible above ~ 200 m range, Forgegun has a range of 299 m -> often I see blue balls coming out of nowhere. Only chance is a sniper in my squad who marks me the targets, but yeah, sucks. I would love to have the (bugged) sniper drawing distance while scoped.
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Cyzad4
Blackfish Corp.
2
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Posted - 2013.07.13 23:18:00 -
[18] - Quote
I didn't read through this whole thread so may have been mentioned but this has been a SR issue as well since uprising... fun innit? |
ladwar
Dead Six Initiative Lokun Listamenn
846
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Posted - 2013.07.14 01:39:00 -
[19] - Quote
yup and its a "fun" issue that has pushed all the joy of rail sniping away so i have to go back to laser and picking up the flaylock. which is much more dull. |
KalOfTheRathi
Talon Strike Force LTD Covert Intervention
518
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Posted - 2013.07.14 03:46:00 -
[20] - 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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