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2/18/13 8:10:32 PM#61
This thread reminds me of the Hero engine thread during the early swtor days.
DamonVile- Games built for disposable players are now apparently built by disposable employees. |
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Originally posted by SonicTHI Culling is a performance optimization. For bad culling to harm performance, you'd have to be not culling enough things--such as by not bothering to cull anything at all. Problems with culling are only obvious when it does the opposite: culling things that it should draw. I've seen characters vanish with <10 that were remotely nearby. If that's caused by capping the number of characters that it will display at 50, it would have to be astonishingly bad at picking which 50. I've even seen my own character get culled, and I'd think that would be the highest priority character to draw. |
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2/18/13 10:32:01 PM#63
Originally posted by Jean-Luc_Picard
Let me get this straight cause this is absolutely hilarious. Originally posted by Jean-Luc_Picard And that's exactly how it sounds - like someone who has read about 3D computing theory but has little practical knowledge. is your post. Right? So you are saying this quote isn't 'ad hominem attacks' and it isn't a personal attack? I mean... wow.. the irony.. I love that Quizzical is just dropping technical knowledge after technical knowledge to back his statements up while the other side is saying 'that's not a personal attack!' to the quoted post above. Wonder why there seems to be more haters on the internet? Read this by an actual marketing guy to find out why. |
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Originally posted by Jean-Luc_Picard Many games will have some minor issues with near clipping plane culling making small, nearby objects look all wrong. That's nearly intrinsic to how clipping is done, and it would take some major sacrifices to avoid it entirely--such as using an isometric viewpoint. Guild Wars 2 takes this much further, however, and can make entire mountains completely vanish. It routinely lets you see straight through solid walls. I don't recall seeing any other released game do anything like that. And that's just one of the classes of culling bugs. There are also more distant objects that mysteriously don't draw. In some cases, whether something draws or not depends on your camera angle. This is for objects not close to any of the clipping planes, whether the near plane or otherwise. Furthermore, the object abruptly vanishes, rather than getting sliced up as it crosses a clipping plane. When it happens to terrain, it's not network code. And I don't think I've ever seen this happen in any other released game. In Guild Wars 2, it happens in quite a number of places. Maybe you think they're minor bugs, but I think they're distracting--and they're definitely culling bugs. Just like I think it's distracting how the camera jumps around when you're up against a wall--even when you're standing still. Guild Wars 2's graphics are very impressive in screenshots, but substantially less so when you try to play the game, due to the graphical glitches. It's hardly game-breaking, but it's still a nuisance. |
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2/18/13 10:48:54 PM#65
this is what i do not get about this issue though. Warhammer online used the game byro engine which is a crappy engine by far but there was PLENTY of times you had well over 100 people on screen fighting. That game is not that much older than the engine they used for gw2 yet you cant even have more than 30 people on screen sometimes and culling toons begins. DAOC was the same way I remember having many epic relic raid battles and that engine got laggy but that was about it , you could see everyone.
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2/18/13 11:05:52 PM#66
Originally posted by cronius77 I suspect that the combat engine has to keep track a lot more in terms of combo fields and other things is what breaks this. Making your combat system complicated and more intensive in terms of calculations and then strapping this engine on top is just bad judgement. GW2 is all about 'scaling', it is one of their 'vision'. Which makes this very very bizzare. 'Our game is all about groups and large amount of players!' 'Therefore lets make our combat system more complicated!' That's just not logical. Either ANet massively miscalculated what they could do or something fell off during development. Wonder why there seems to be more haters on the internet? Read this by an actual marketing guy to find out why. |
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Originally posted by jpnz Just because complex computations have to be done server side doesn't mean that you can't replicate them client-side, as well. Combo fields could put a considerable load on client rendering, but shouldn't have much if any impact on network activity. The server tells the client that player X used skill Y at position Z and time t, and the client can interpret that as meaning that a combo field sits at position Z for 6 seconds and act accordingly. It's pretty easy to have 50 characters all told what every single other character is doing if you don't have to update them very often--which I suspect is a trick that games known for having a large number of players in an area at once commonly use, especially for players who are relatively further away. If you and some enemy are way too far apart to hit each other, the game could update his position and velocity twice per second and it would seem fine. If there are 20 other players nearer to you, then you probably wouldn't notice a bit of rubber banding on the faraway player, anyway. You need to be informed more frequently about players who you're near. |
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stayontarget
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Joined: 10/04/08
Girlfriends come and go but Epic battles are Soulbound |
2/19/13 12:14:55 AM#68
Originally posted by Quizzical But even if the cap is say "50" or "25", you should still see a cut out of the NPC or PC above the cap, just not rendered. Or this engine does it differently. Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries... |
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2/19/13 12:21:39 AM#69
Originally posted by stayontarget True, though the engine isn't currently being used to do that. However, they're ability to load placeholder models suggests that the ability to implement such is there, just not being utilized atm. |
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2/19/13 12:26:29 AM#70
Originally posted by Quizzical I've actually seen no evidence to suggest combo fields make any difference when it comes to culling. Outside of stealth, the issue seems to have nothing to do w/ player skills being used. While firing off tons of skills and combo fields can result in a ton of lag, it doesn't really have any effect on what gets rendered. I.E. you may get a slideshow, but things won't start becoming invisible. |
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Originally posted by stayontarget That depends on whether the cap is due to network activity or client rendering limitations. If it's network activity, then telling the client where to put a placeholder character takes just as much bandwidth as telling it where to put the real player. And if it's client rendering, then the cap should be adjustable by the end user so that people who have the hardware to draw 100 characters can do so. |
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2/19/13 12:49:55 AM#72
Quizz- "X, Y, and Z will make GW2 impossible or excessively expensive to fix. Likely won't happen" Jean-Luc- "X and Y are in no way related to Z. Why are you bringing them up?"
OP- Simply put, you add a lot of unrelated issues to culling in WvW to bolster your point, which is clearly stated in the title of your thread: "The culling bugs are worse than you think--and unlikely to ever receive anything more than a half-baked partial fix". So yeah, I see why Jean Luc is ripping you apart for your first 2 or 3 points that are unrelated to WvW. Now if you would have just stuck with the one point relative to WvW culling, it would be different. But then you wouldnt be able to use your "never be fixed" line of argument because it wouldnt sound as strong, would you?
I really dont get people these days. It's like they have to find something to hate and be negative about, and not only that but spew it on everyone. Good grief, gamers are getting uglier by the day. |
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2/19/13 2:31:35 AM#73
Originally posted by cronius77 Not to mention the huge battles in Shadowbane that to my recollection, also had many particle and spell effects (and lag) but never did I notice their culling; obviously that engine is ancient in comparison too. |
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2/19/13 3:40:54 AM#74
Originally posted by jpnz Dropping tecnical terms =/= dropping knowledge. And one (well more) big flaw with his OP: 1. hes guessing he dosent have access to code or inner workings of GW2 and his guess is as good as anyones 2. in fact he also doesnt talk about THE culling, but on some minor bugs that noone really cares about. Give me one complaint about "OMG being able to peek through specific shape rock formation is making me quit" In fact i can only applaud ANet for lack of "terrain issues" which is best ive encounterd so far. 3. THE culling is not a bug, its actaully system they used, and while that system was working good with PvE it was (is) not suitable for PvP So yah, i would say that his lack of adressing THE culling that is actual issue people complain about is lack of experience of actually experiencing THE culling because he obviously didnt do much Wx3 where it was actually visible. In fact most people didnt even know there was (they had) culling in LA for example. They only started noticing THE culling recently where they changed some things about it. 4. IMO, and from what i observed and experienced issue with THE culling is completely different bag of marbles that they are trying to solve and solutions well get is actually peformance related (the way they attacked the problem with fallback models first) on lower end machines (read mid min and below min spec machines) and using separate method for PvE and PvP |
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2/19/13 3:44:41 AM#75
Originally posted by Grymmoire It is called nostalgia. And of course DAoC had much less information to keep track of. Anet could turn off the culling and then the complains would be "slide show" and "I keep crashing" which were the complains during the BWE. http://www.tentonhammer.com/node/50161 Robert Mull of Warhammer Online Dev team at Mythic Entertainment has put up a statement on the Herald. If you have been noticing a significant drop in client performance while in some large scale RvR battles, rest assured that they are working on the issue.
Currently playing: GW2 |
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2/19/13 4:09:20 AM#76
Originally posted by mikahr Once again, we have the 'pro-GW2' side attacking the poster rather than the post itself. Phrases like 'hes guessing', minor bugs that no one really cares about, his lack of experience'. Also notice how most of this post is filled with 'what I observed and experienced / my opinion' while the OP is all about factual information and technical knowledge? Wonder why there seems to be more haters on the internet? Read this by an actual marketing guy to find out why. |
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2/19/13 4:12:32 AM#77
Originally posted by jpnz So youre saying hes not guessing? Really' Ii asked you for proof that what he actaully talks about matters and is, you know, problem AT ALL? have you? no? no wonder and from his post its evident that he didnt experience THE culling much, because he obviously didnt play Wv3 much. He also observed, experienced and gave his opinion. Really bro, get a grip lol |
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2/19/13 4:25:41 AM#78
Originally posted by mikahr Now it is getting into the funny but sad territory. Yep, keep on attacking the poster in a technically slanted thread, I'm sure you'll convince anyone that can understand what the OP is saying. Wonder why there seems to be more haters on the internet? Read this by an actual marketing guy to find out why. |
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2/19/13 4:57:37 AM#79
Originally posted by jpnz A problem of the OP is that it ignore the simple fact Arenanet could just disable the culling optimizations (which would lead to other problems if by itself). The culling optimizations and the rendering delay are the causes of mass invisible armies, not any problems of collision detection or plane clipping. (fun how Anet word on this isn't dogma opposed to other times Anet talk)
Currently playing: GW2 |
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2/19/13 5:27:27 AM#80
Originally posted by jpnz I dont have to convince anyone about anything since its obvius to anyone who reads OP (and the bombastic title) that he actually made a strawman. |
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