Game Guides Archive
Thread: Streamlined the terrain system to improve client performance
Lucee
Thu Mar 10, 2005 8:27 am
#118
Huaracocha wrote:
Ouch - I'd noticed those square tiles seen in your screenies and thought "how comes I didn't notice that before?"
I've noticed also other things regarding range - not just the pub 14 reduction you mention, which I haven't yet noticed, but before that. I could swear that they reduced the range on the plants and such (non-collidable flora?) as I used to be able to stand on a hill one side of a valley and see the scrub and bushes on the opposite slope but no longer. I even went into the options thinking my slider had reset back to a low range (as it used to do ALWAYS every time I logged in, but stopped doing quite some time ago). All sliders at total max but still the annoying pop-up of plants etc at around 20m range. I used to be able to all but eliminate this pop-up, or at least send it to the distant horizon, but can't seem to any more. Anyone else having this problem?
Soooo now we're getting stealth nerfs on the graphics making them WORSE accompanied by inexplicable changes to the movement system, also impacting graphical immersion, justified by cryptic comments about future changes and "quick reactions". Has there been any official word on these texture / range issues at all yet?
Getting worried here...
Not one word from anyone in control
Nastypope
Thu Mar 10, 2005 8:57 am
#119
Is it just me or since the last publish mind bufff dotn take like 60% of the time? Why cant SOE fix stuff with out breaking other stuff or there fixes not work? I mean I so sick of it I logged out not even having played cause of the damn bugs.
AEK
Thu Mar 10, 2005 10:09 pm
#121
One of the things that sold me on this game when I was a *newb* is a review by a well respected gaming magazine that said (in effect), "This game is designed to grow, gamers years from now will be able to turn up their graphics options for true immersion and appreciate SWG." So I go out and spend a couple grand on a PC, and look what happens? Man this is horrible.
As a previous poster stated, "what where they thinking?!?!?" Only excuse I can think of is with the GCW and fabled CURB, and that rendering performance needs to be improved for large scale battles. To be fair, maybe render time causes a lag on the client response. I really can't think of anything other than that.
At this rate all characters (NPC and player alike) will be blocky 8-bit pac-men. Maybe SOE is trying to expand into the C-64 market
As a previous poster stated, "what where they thinking?!?!?" Only excuse I can think of is with the GCW and fabled CURB, and that rendering performance needs to be improved for large scale battles. To be fair, maybe render time causes a lag on the client response. I really can't think of anything other than that.
At this rate all characters (NPC and player alike) will be blocky 8-bit pac-men. Maybe SOE is trying to expand into the C-64 market
DrunkJeedEye
Thu Mar 10, 2005 11:24 pm
#122
ComCypher wrote:
I'm glad you brought that up, because I believe I have more bad news to report regarding this. I have lost a couple FPS in this publish, despite the fact that the graphics have been dumbed down. I can't speak for everyone but it isn't looking good...
I've been getting something similar. I've only been playing for about a month now, but my framerate has been decreasing slowly since day one. When I first started I was impressed at how well the game ran on my system (moderate graphic settings on a moderate system). I've defragged my system, checked RAM integrity, and pretty much did everything I could to make sure my system wasn't konking out on me. Nope, it'smost likelygame.With themost recent patchescame decreasedframerates and increased lag. I was hoping it was just me.
BeckNebula
Fri Mar 11, 2005 10:10 am
#123
Actually, folks, it seems that yesterday's patch fixed the terrain tile problem! Check it out, the terrain tiles are much more randomly laid out now, just like they used to be before the "steamlining." So, huzzah!
Blaiseball
Fri Mar 11, 2005 3:07 pm
#124
BeckNebula wrote:
Actually, folks, it seems that yesterday's patch fixed the terrain tile problem! Check it out, the terrain tiles are much more randomly laid out now, just like they used to be before the "steamlining." So, huzzah!
Yeah I noticed it seemed normal again.
Lucee
Fri Mar 11, 2005 5:51 pm
#125
I still have problems with the flora rendering smoothly. My FPS goes to 5 when my character is in motion. Trees, grass, rocks, etc render in my face and instantly instead of blending. Still have to play on lowest settings in order to enjoy the game without choppy motion sickness.
ComCypher
Sat Mar 12, 2005 7:26 am
#126
We aren't quite back to "normal" yet. When travelling around I notice a large amount of terrain morphing now as the hills in front of me suddenly pop into place. This is just worsened by the fact that I get like 8 fps everywhere I go now and my game stutters every time I rotate my character. If the devs want me to playa game from the early '90'swhy don't they just say so
.
Marquiz
Mon Mar 14, 2005 12:08 am
#127
Perhaps this is one of the attempts to balance the game for pvp... having everyone low frame rates, so no one would have an advantage of smooth graphics&gameplay...
who knows?
I am not sure if graphics section of SOE do...
who knows?
I am not sure if graphics section of SOE do...
ComCypher
Mon Mar 14, 2005 2:07 pm
#128
lol, that would certainly be consistent withthe dev team'srecent bug fixing strategies
Marquiz wrote:
Perhaps this is one of the attempts to balance the game for pvp... having everyone low frame rates, so no one would have an advantage of smooth graphics&gameplay...
who knows?
I am not sure if graphics section of SOE do...
AEK
Mon Mar 14, 2005 6:13 pm
#129
Marquiz wrote:
Perhaps this is one of the attempts to balance the game for pvp... having everyone low frame rates, so no one would have an advantage of smooth graphics&gameplay...
who knows?
I am not sure if graphics section of SOE do...
There may be some growing pains associated with changing to DirectX 9, but overall I am really thinking this has to do with the CURB, ala snappy response twitch based combat, trying to improve performance at the cost of quality. Otherwise the posts with whiners complaining how they "lagged" and died in the middle of combat will be far larger than this one.
Was on Dath a couple nights ago and thought the graphics were still craptastic, (same repetative textures and overall lowered terrain resolution (by about a factor of 4) creating blocky plateaus and pointy peaks.
The flora shading looks better now, but as pointed out, the high detail render distance has been reduced to about 20 feet, even though my slider in the graphics options is set at max range. This causes everything to annoyingly "pop" up as the closer terrain gets drawn.
I'd say things have gotten worse instead of better in the graphical immersion department. Maybe the underlying graphics engine is just the suxxor (adapted from EQ?) I have no problems playing DOOM3 and Half-Life2 (which contain many many more polygons and special lighting effects) with graphics settings maxed out and a smooth frame rate.
Maybe it is time for the Graphics Upgrade Berfore Everyone Retires (GUBER)!
JoahSaett
Wed Mar 16, 2005 8:34 pm
#130
Glad to see it isnt just me, they did do something. Perhaps though, something got broken?