Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Donate Now!
Forums | Chat | News | Contact Us | Register | PSU Social |
2013-02-06, 07:16 PM | [Ignore Me] #31 | ||||
Brigadier General
|
But letting your CPU track all the movment of those thousands? nope, no chance. Not to mention your melting network connection if you have a few thousand folks sending updates. That isnt something that can be "fixed", all they can really do is try to find a way that the stuff doesnt affect you much.
The render distance issue is something pretty simple, that is almost impossible to remove. Its the very limitation of CPU and network power that causes this. The only way to show you more folks would be by sending less updates, and then we are back at PS1s rubberbanding ADAD strafe spam. So, what SOE can do here is simple: improve the mechanic that chooses what you see and what you dont see. It needs to automaticly figure out, in almost real time, what enemy is high priority and what enemy is low priority, based on a lot of different factors. Folks, that shit is hard. Last edited by basti; 2013-02-06 at 07:26 PM. |
||||
|
2013-02-06, 07:38 PM | [Ignore Me] #32 | |||
Captain
|
PS1 Engine was optimized by zone's. And could manage 399 players on screen in a single zone. Man vs. Machine. Back last year managed to increase that to 1000. Render distance is worked out by the games engine. Not your CPU. If everyone had a decent Rig they could crank it up. But you have people playing on dual cores. And messing with it, Kills performance for many people.
__________________
Last edited by Pella; 2013-02-06 at 07:41 PM. |
|||
|
2013-02-06, 07:57 PM | [Ignore Me] #33 | ||
Lieutenant Colonel
|
People it is impossible for anyone to make a game that renders(and by render I mean to intercat as in PS2) many 100s of players at once and still does stuff like computing trajectories and damage.
Its a not a software issue - its a server issue.
__________________
Wherever you went - Here you are. |
||
|
2013-02-06, 08:10 PM | [Ignore Me] #35 | |||
Brigadier General
|
What are you talking about? PS1 could not handle 400 players on screen. Remember Planetside day, we had all 3 factions in the warpgate, and half of the folks just dissapeared every now and then because the game couldnt handle it. Even folks who had proper FPS had this effect. Man vs Machine has nothing to do with this at all. MvM was a example how to set up server architecture to handle the player count. Poly count, effects, everything was quite low quality to not stress the client, yet it still lagged like crap for a bunch of folks. Most important is that the amount of updates you got was far lower than what you have in PS2, and what you need for a proper FPS. Render distance has nothing to do with the topic at all. Its at what distance you render stuff, and its limit is the potency of your CPU / GPU, depending what bottlenecks you. What you propably mean is the distance at what players appear out of thin air. And this limit simply exists because of Network and CPU limitations. Your CPU cannot track all that player data without melting (thats why PS2 is that CPU dependant btw), and the Network simply cant get you enough updates to let you even attempt to track all that players, because if they try, you get heavy loss. |
|||
|
2013-02-06, 08:12 PM | [Ignore Me] #36 | |||
Brigadier General
|
This is purpley a network and client CPU problem. |
|||
|
2013-02-06, 08:21 PM | [Ignore Me] #37 | |||
Private
|
So you HAVE to make some people disappear, or the server would crash or at least lagging like hell. So basti is right, maybe CPU might not be the bottleneck, but network is it definitely. And he is also right, the ONLY thing SoE can do is to optimise WHAT disappears and this is no easy problem. They CAN optimise packets and minimize the needed data, but this will not solve the problem, it just allows you to "render" a few more people. They CAN experiment with the "refresh" rate, but this would probably lead to the so called "rubberbanding" and no one want this 2013... At least some one understands the background of this problem... Last edited by VR Draco; 2013-02-06 at 08:26 PM. |
|||
|
2013-02-06, 08:34 PM | [Ignore Me] #38 | |||
Lieutenant Colonel
|
You are absolutely wrong. As the number of players in an area increases linearly the amount of information the server must sort and send out(location, orientation, state, actions, speed, plus projectile information) increases exponentially. This is just basic math. The game solves this by simply ignoring all interaction between some players. Basically if you cant see a player the game will not calculate an interaction with them for anything you do. This is of course annoying on those occasions when person A is rendering person B but person B is not rendering person A. The game generally manages to not do this though. EDIT: Its possible with some optimization you might increase the current rending - but the increaes wont be large because the base problem wont go away. The only real solution will be newr and more advanced server hardware
__________________
Wherever you went - Here you are. Last edited by Ghoest9; 2013-02-06 at 08:39 PM. |
|||
|
2013-02-06, 08:37 PM | [Ignore Me] #39 | |||
Private
|
The server might be able to calculate all the things, but the network limits the information flow to the clients. And this comes from the exponential problem you mentioned. |
|||
|
2013-02-06, 09:04 PM | [Ignore Me] #40 | |||
Lieutenant Colonel
|
If you simply mean how much information can be sent through the internet to your computer - thats probably not the limit. If you are talking about SOEs network - I really have no idea.
__________________
Wherever you went - Here you are. |
|||
|
2013-02-06, 09:11 PM | [Ignore Me] #41 | |||
Brigadier General
|
Dude, the nonsense you talk is indeed utter nonsense. The server cant ignore interactions between you and someone else, because there is nothing to ignore. Listen to me, and get it already: This is NOT a Server power issue, this is purpley a Network capacity of both server/client and a Client CPU limitations. The server cant send out updates of all 400 players to all 400 players within a big battle, its simply to much. It would cause massive package loss if you try. He had this bloddy topic several times already, and several times devs came along and cleared it up. |
|||
|
2013-02-06, 09:41 PM | [Ignore Me] #42 | |||
First Lieutenant
|
DICE can say whatever they want but the customers decide what product is right. What's DICE going to say 400 players is optimal but we don't have and engine that can do it and we don't want to support it (they can barely support BF3 as it is) so I guess other games will pass us by. DICE has lost touch and marketed the heck out of BF3 lying all the way. And if you believe everything a developer tells you about their game then every game is a 10 and you have no right to complain about PS2. Also I have a cousin who lives in Africa who recently inherited a large fortune but needs $10,000 wired to an account before he can recieve the payment. If you would wire him the money he will pay you $100,000 as a reward for helping him. FYI: I preferr Dr. Pepper.... Last edited by VaderShake; 2013-02-06 at 09:43 PM. |
|||
|
2013-02-06, 09:43 PM | [Ignore Me] #43 | |||
First Lieutenant
|
|
|||
|
2013-02-06, 11:17 PM | [Ignore Me] #44 | ||
This is what I don't understand: SOE didn't add the current dynamic rendering system until just a week before beta ended. Before that, were our network cards melting? Our CPUs exploding? I had no such problems, and the fights were much bigger than now.
I built my new gaming rig right before beta started, and having a new maching I really haven't had performance issues at all. I thought that beta was supposed to have testers with low-end machines as well. BTW, Higby did say in an interview with Azure Twilight's Nobel around the Empire Smackdown that the culling issue was mainly because the client's CPU attempting to process so many players in the area was the bottleneck. I'm sure there's more to it, but that's the main thing. After game update 2 I've been noticing some strange behavior regarding the render distance. Last night I started noticing pop-in of ALLIES at close range. That along with the usual groups of enemies popping in all at once when I get close enough to them. The current dynamic render distance seems like a "solution" thrown together at the last minute of beta. I'd be embarrassed to go live with a product flaw like this. |
|||
|
2013-02-06, 11:44 PM | [Ignore Me] #45 | |||
Major
|
In this video Higby explains that tracking is the issue, NOT graphics rendering:
twitch.tv/azuretwilight/c/1869271 It's the biggest reason why we will never see a lattice system, this game just can't handle more focused battles.
|
|||
|
|
Bookmarks |
|
|