| 121 posts found | |
|---|---|
|
2/16/13 1:38:17 PM#81
Originally posted by Gdemami hmm interesting :) well then it makes sense to deduce that if the engine is not responsible, then subsequent work on the game is why the game is unable to perform like its peers. Someone early on reported that the number of calls to the server are crazy high for SWTOR. Any thoughts on that?
You want to throw away your money developing something stupid, go ahead. |
|
|
2/16/13 1:47:00 PM#82
Originally posted by Karteli Drawing more stuff is more taxing on hardware. Having to draw more players means you get lower frame rates. That's just how 3D graphics works. If a 3D game engine runs just as well when it has to draw 50 players as when it has to draw one, then it's doing something seriously wrong when it's only drawing one. Taking a while to eventually crash sounds like memory leaks. Check Task Manager to see how much system memory the game uses when you first load it, and then watch as it changes over the course of a few hours. If it's steadily going upward (well, there will be lots of jumps and drpos, but I mean a general long-term upward trend), then that's memory leaks. That's the fault of whatever portion of code uses memory but fails to free it up when it is done, and that could be anywhere in the code base. If doubling the number of players causes worse problems than merely cutting your frame rate in half, then that sounds like you're running out of video memory. If a game tries to buffer so much stuff that you run out of video memory, then it has to use system memory as extra. That means passing through the PCI Express bus, which offers only a small fraction of the bandwidth of video memory in any respectable gaming card--and it already needs a good chunk of that bandwidth for other purposes besides using extra video memory. For a GPU to access system memory is also much higher latency than dedicated video memory. If you're going out of your way to use higher resolution textures and running out of video memory as a result, then that's a classic PEBCAK. If that still happens at the lowest resolution textures available and you have 1 GB or more of video memory and still get an abrupt drop in performance when too many players are nearby at once (not necessarily on the screen; a game has to buffer data for things that are behind you, as the camera could spin around very quickly), then it's more perplexing. |
|
|
2/16/13 1:53:13 PM#83
Originally posted by SpottyGekko 3D rendering doesn't care whether the game is online or single-player. Having a lot of the code base undocumented could be more problematic. But I'd think that they document code as they write it, as trying to come back and add comments to what you did a year ago isn't likely to end well. Maybe there were placeholder sections in the code that weren't documented because they weren't properly written? How much documentation you need varies wildly. Some code is very straightforward, and you can safely have a couple of lines of comments to explain what some function does and then a couple hundred lines of code with no further documentation. Other things are very complicated, and call for more comments than proper code. |
|
|
2/16/13 1:58:18 PM#84
Originally posted by Quizzical SWTOR doesn't use complex polygon counts. It's very low compared to other games. Not to mention every race is "human" and moves like a human so there is nothing different there. Aion has complex polygons in their equipment, to contrast (ie armor very detailed, real-like, sways with motion) .. plus has particle effects to augment it's usage by a player. Different races add to the complexity in Aion. [I'm using Aion because I think that's a good example of how to do a graphics engine, not endorsing the quality or longevity of the game]
SWTOR's character creation is very lean. Not many styles to choose from, limited options, avatar heights and builds come in fixed predetermined sizes.
The crashes are because of SWTOR. I've had no problems with other games on the same computer.
I guess you didn't get what I was saying about frame rates. Even the top of the line computers can't play SWTOR smoothely. If the software is swamping the video card with data then this is a problem.
I understand your theoretical approach, but you also need practical data to complete your research. Play SWTOR, you'll understand more about gripes. Theory can only take you so far, about how SWTOR should function. [said because of a previous post .. if I'm wrong, correct me with my apologies] Want a nice understanding of life? Try Spirit Science: "The Human History" |
|
|
2/16/13 1:58:21 PM#85
Originally posted by ignore_me The basic rule is that anything that could be used to cheat if the client changes it arbitrarily (e.g., your current health) has to be verified server-side. Anything that cannot be used to cheat if the client changes it arbitrarily (e.g., the color of your armor) should be done entirely client-side. The details of what needs to be done on the server will vary wildly from one game to the next. As such, I'd think that even a highly polished game engine available for license would have mostly placeholders for network code, and rely very heavily on the game coders to fill in the details. |
|
|
2/16/13 2:15:19 PM#86
Originally posted by Karteli How many vertices a model has typically has little effect on how much video memory you need. (Incidentally, I hate calling it "polygon counts" even if that's a common term, both because 2D primitives invariably triangles for modern 3D graphics; lines, points, and patches aren't even polygons; and because vertices, not facets, are what is buffered and processed more directly.) Buffering the textures is likely to take at least an order of magnitude more space than buffering the vertex data and possibly much more than that even. One project I'm working on currently buffers exactly 656 bytes of vertex and index data. Total. For the entire game. Internal overhead for keeping track of which buffer is where probably adds some to that, but it still amounts to a rounding error for any modern video card. Admittedly, that's because tessellation means you need a lot less vertex data. Particle effects can be implemented in a lot of different ways, though a DirectX 9.0c game doesn't have access to the modern, efficient things. Even so, the inefficiencies forced by trying to do particle effects with an archaic graphics API are more about putting unnecessary load on the CPU and passing data from the CPU to the GPU than wasting video memory. Particle effects likely don't have any textures associated at all, so the video memory needed to store them amounts to a rounding error. The only way that character creation options are likely to affect video memory capacity needed much is if it's so restrictive that it allows the game to use the same textures for a lot of different players. That way, rather than having to load a separate set of textures for every single player, you could load some textures once and grab the same texture when drawing several different players each frame. That's what games commonly do for NPCs, and is the reason why you get identical centuplets in so many games. Is SWTOR's character creation really that restrictive? I'm skeptical. ----- As I said above, a game consistently taking a while to crash, with more memory meaning it takes longer before it crashes, is characteristic of memory leaks. And yes, memory leaks are a problem of a particular program. But the leaks could be anywhere in the program, from loading textures to handling the chat box to network code to drawing one particular type of background object to anything else. Or they could be in several different places. That really tells you nothing about whether the engine itself is the problem or somewhere else in the code base. ----- Your last paragraph basically mounts to, "This game is awful. You should play it." :) |
|
|
2/16/13 2:23:23 PM#87
Originally posted by Quizzical
Try it out, it's a free download. See for yourself. Like I said, theory can only take you so far. A bad character customization and graphics engine must be experienced.
Well it's Star Wars :-) What could possible go wrong?
I'd love to hear your take on theory afterwards :-D Want a nice understanding of life? Try Spirit Science: "The Human History" |
|
|
2/16/13 2:34:32 PM#88
Originally posted by Karteli I've only got 33.4 GB of free space, and would rather not come close to filling that up. And that's after I uninstalled some stuff to make room for Guild Wars 2. "Character creation is fairly restrictive compared to most MMORPGs" is a long way from "character creation is so restrictive that your character uses the same textures as everyone else". Wearing a graphically different armor? Different textures. Wearing the same armor colored differently? Probably different textures. |
|
|
2/16/13 2:41:12 PM#89
Originally posted by Quizzical But there's a lot more to it than just 3D rendering, not so ? Otherwise all SPG's would offer an online multiplayer option as standard. As for code comments and documentation, this quote is from the HeroEngine blog: “It’s not productized yet,” we told Gordon. “There are whole sections of code that is only roughed in and not optimized for performance or security. And there are very few comments and very little documentation.” That doesn't sound encouraging. There are often many ways to reach a certain goal in a piece of code. Different programmers will often solve the same problem differently. Trying to figure out why someone did something that way instead of this way can be a very time consuming exercise. Doubly so if you're not entirely sure what they were trying to achieve in the first place. |
|
|
2/16/13 3:00:37 PM#90
Originally posted by Quizzical Same textures. But the nice gear has a glowing dot.
Your theory is nice, but I'm failing to take you seriously as a result of your hesitation to even install the game you analyze.
Buy an external drive .. Terabyte = $100.
Have a DVD burner? They are cheap .. burn the excess files you have to DVD disk. [I'd say Blu-Ray burner, but it sounds like you don't have the money, and Blu-Ray is a bit expensive.]
Go through your harddrive and delete stuff! If you have insurmountable stuff you can't delete or won't go away, reinstall your OS.
You seem talented enough. Don't make freeing up storage space your kryptonite.
Want a nice understanding of life? Try Spirit Science: "The Human History" |
|
|
2/16/13 3:05:06 PM#91
Originally posted by Karteli I don't have a hard drive. I have a 120 GB SSD, and no hard drive. And I have other things to do besides playing a game that I have no interest in to try to figure out why it runs poorly. |
|
|
2/16/13 3:09:42 PM#92
most of those hero engine games in this video look like Playstation 2 games with little higher resolution. |
|
|
2/16/13 3:10:49 PM#93
Originally posted by Quizzical I don't understand. You like talking about graphics engines and their implementation, but you don't like to see how your ideas turned out?
This is disasterous for game makers. Maybe that idea was why SWTOR turned out so bad? ??
.. you know because designers liked talking about theory so badly, but hated to actually see what become of their game?
WTF Want a nice understanding of life? Try Spirit Science: "The Human History" |
|
|
2/16/13 4:36:47 PM#94
Originally posted by Karteli I certainly do want to see how my ideas turn out. But SWTOR has little in common with my ideas. I want to have all textures generated on the CPU rather than loaded from a hard drive. That way, I can let the end user scale the resolution up or down arbitrarily to fit his hardware. That also enables very fast loading times (e.g., drop everything but the programs from video memory and reload it in ~1 second), which makes a seamless world trivial to implement. And I want the game world to be not merely seamless, but round, because "you have reached the end of the world" is a different kind of seam--and an obnoxious one. A round world means it can be day on one side and night on the other simultaneously, and where it is day or night should slowly move as time passes. Also, I want all animations to be procedurally generated. And with heavy use of tessellation, to make everything look smooth unless it's intentionally blocky. Offload as much work onto the video card as is practical, so that particle effects may actually increase performance, due to not having to run more demanding fragment shaders for fragments that would have been behind the particles. I want an extremely versatile character creator, that doesn't merely require a player to choose from set options created by the game designers. How many arms do you want, and where do you want them placed? What shape do you want them? Legs? Wings? What do you want your torso shaped like? Do you want antennae, horns, or a tail? How many of which, and where? Or more generally, pick a shape, adjust the parameters to your liking, and stick it wherever you want. What colors should everything be, and which texture types from what the program knows how to generate? And then the program could animate the character to run around--or gallop or fly or slither or whatever. And with everything procedurally generated, the data for an entire species should take on the order of several KB. That's for an entire species, not just a single character, and there could be many characters of the same species that look somewhat similar but meaningfully different. Every tree should be different from every other. So should every rock. Because I don't like identical centuplets. A species that a player creates for his own character could be used for monsters as well. And with only several KB of storage needed per species, one could have a hundred thousand different species each independent from all others and still keep the game download under 1 GB. Does that sound like SWTOR to you? It may sound wildly impractical to you. But if I can do it, then it's practical for me. I've already implemented some of the things above, and think that I can do most or all of the rest. |
|
|
2/16/13 4:42:46 PM#95
Originally posted by Quizzical The only way to know is to play SWTOR. Download it, it's free Want a nice understanding of life? Try Spirit Science: "The Human History" |
|
|
2/17/13 5:58:57 AM#96
A recent episode of Monte's Minute on Gamebreaker had an interesting discussion on the hero engine and SWTOR http://www.gamebreaker.tv/video-game-shows/did-the-hero-engine-kill-swtor/
|
|
|
2/17/13 2:00:34 PM#97
Originally posted by Kingmob23 He talks some about game engines in the abstract, but there's nothing specific to the Hero Engine there. |
|
|
2/18/13 1:49:49 AM#98
Basically some shitty company with a bunch of hackjob coders not fit to float around the rim of the bowl over at sourceforge sold an alpha version - a very alpha version, of a 3D render to a very large company to use in development of a very important IP. It didn't go well, except for the company who sold alpha software for tons, and tons, and tons of money. |
|
|
2/18/13 4:01:25 AM#99
I remember the game on release when antialising was not even working, it looked ugly as hell and the giant size lego block shadows on top of that? It was so horrible I couldn´t believe my eyes. Then the low res textures.. man this game was looking like an early alpha. They fixed some problems now, but this disastrous first impression will not be forgotten.
Secrets of Dragon´s Spine Trailer.. ! :D Best MMOs ever played: Ultima, EvE, SW Galaxies, Age of Conan, The Secret World |
|
|
2/18/13 6:14:23 AM#100
Originally posted by FromHell This inherently makes it a bad choice to start with, considering that some MMOs started running on Dx11 in 2008. Error: 37. Signature not found. Please connect to my server for signature access. |
|