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Star Wars: The Old Republic

Star Wars: The Old Republic 

General Discussion  » Copy Protection System in Graphics / possible reason to many of the performance issues people are having.

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66 posts found
  Ikeda

Hard Core Member

Joined: 10/07/10
Posts: 1058

1/11/12 8:36:10 PM#41

 

StephenReid's Avatar
        
         
StephenReid  
Joined: Oct 2010
Today , 06:33 PM
 
 
Everyone, after discussion with the client team I'd like this rampant speculation (and in some cases, scaremongering) to stop now, please. After this post I'll be locking this thread to prevent further confusion.

Let’s give you a few details gathered from discussion with the client team:

- We are not using any form of 'remote rendering' as has been suggested in this thread. Nothing is being pushed from 'server farms' or anything similar. The research paper linked to in the original post is not related in any way to any aspect of our game client.

- The game client uses two processes that talk to each other. They do not communicate outside of your PC.

- None of these processes are for copy protection of any kind.

- The size of the client dropped during Game Testing as we optimized the client size, removing files that were not being used by the game, but were still in the client. This is a completely normal process for a game in development. With many people needing to download the game, obviously it’s in our interest to reduce the client size where we can.

I’d also like to state, for the record, that none of what is being discussed here is related to our texture rendering in-game. While I understand the temptation to try to connect two different things, it doesn't apply here.

Thanks for your patience while we looked into this.
 
Stephen Reid | Senior Online Community Manager
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  Painlezz

Hard Core Member

Joined: 5/30/11
Posts: 466

1/11/12 8:42:01 PM#42

LIES ALL LIES I TELL YOU!

BURN THEM BURN THEM!

  The_Quester

Apprentice Member

Joined: 11/14/10
Posts: 81

!

1/11/12 8:58:59 PM#43

All of this so people cant make a TOR model viewer?

Why is EA againts machinima!!!

  drbaltazar

Novice Member

Joined: 3/28/07
Posts: 7366

1/11/12 9:30:07 PM#44

me i use direct cache access and direct memory access and in this situation (an insanelly high number of intelor amd if you use dma

you have to disable chimney offload ,if you dont you have lot of issue i didnt believe it,i did and everything is smoother,true the fact dca work will help a lot since cache of processor is fastest thing in memory .but even with this tweak when you load a planet ,a place etc you still lock for 20 s it could be another setting similar to chimney offload but releated to hardrive or ssd i dont know but so far i let the gam decide the look adjusted only the blob shadow to false and men i love what i see the armor at dialog still look awfull but aside from that for some weird reason if you are a bit distant it doesnt look too bad!(ya aty anisotropic set at 16 lol

  drbaltazar

Novice Member

Joined: 3/28/07
Posts: 7366

1/11/12 9:35:44 PM#45
Originally posted by Sasami
Originally posted by omome

I take this blatant fear mongering to be an insulting, below the belt, slap in the face.

[Mod Edit]  Basicly Stephen Reid shoot whole thing down already with dual texture post. Also anyone with even little understanding of programming could easily explain why this is pure fear mongering. Again, basic problem with all game devs in PC world is huge amount of possible HW configurations not to mention all crap that people have in there computers like anti-virus. Then you might have bigger problems like how you done the pipelining of graphics engine, which gets worse in MMO scene because you need to cut those pesky cheaters by coding graphics rendering with network code. Why because if you don't happens what happened with games like Mortal Online or Darkfall. And keep mind Mortal Online is based on Epics version of Hero Engine which they call Atlas. Usually the easiest answer is the correct one. But this has all the good stuff written in it, I mean EA and DRM perfect bullshit to sell on masses that have no clue how games let alone MMO games work.

I personally don't have any problems running this game, but then again I actually know this computer stuff. I don't "optimize" my Windows to gain extra fps(you might get 1 fps more but breaks pretty much everything else), I don't use beta drivers because they give more fps(which they might but causes tons of bugs and instability), I don't install some hack AV or security stuff that some "dude" recommended in Internet(because that "dude" is most likely is some teen with less knowledge of computers than opposite sex genitals).

just making a 32 bit game work on a 64 bit computer is an achievement!everything is 64 bit but the game and the browser,mse is 64 bit etc etc etc and you ask the computer to run a game in 32 bit even tho the program is made to run in 32 64 k  various issue can arise !this is why a lot have been asking the mmo industry to shift to 64 bit but they wont cause it would mean being too far from consolle industry.so console first then computer!so 8 years ago when computer went 64 bit we could have stayed to 32 bit xp and it would have been perfect!

  stayontarget

Guide

Joined: 10/04/08
Posts: 5819

Girlfriends come and go but Epic battles are Soulbound

1/11/12 9:39:22 PM#46

10 GB's of trash in the beta client,  wow that sure is a lot.  Or did he really mean 10 mb's ?

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...

  zymurgeist

Elite Member

Joined: 12/24/04
Posts: 4073

1/11/12 9:51:05 PM#47
Originally posted by stayontarget

10 GB's of trash in the beta client,  wow that sure is a lot.  Or did he really mean 10 mb's ?

 No it was 10GB alright. It's slowly creeping up there again too. Everytime they patch they add to it.

"Any sufficiently advanced incompetence is indistinguishable from malice." ~Greys Law

  lizardbones

Elite Member

Joined: 6/11/08
Posts: 4160

1/11/12 10:04:59 PM#48

I have an Intel dual core e6750 running at 2.66ghz with 4gb of ram. It is less than a third as fast as a decent i5-2500. There is no way my system is doing software rendering on any sort of graphics, low resolution or otherwise. I have all the settings turned up to 'high' and have AA maxed out using the Catalyst control center.

SWToR does not require administrator privileges (because it hasn't run with admin privileges since being installed).

Some of the premises presented in the OP and in the thread at swtor.com seem a little suspect.

Join the League For Gamers.

  leojreimroc

Advanced Member

Joined: 7/07/09
Posts: 286

1/11/12 10:34:19 PM#49
Quote:
Originally Posted by StephenReid
I'm going to ask the development team to look into this, but I'd ask you to pull back on some of the more extreme speculation. It doesn't help us to have rational informed discussions about the issues that we are facing.

There is, to my knowledge, no single DLL that's responsible for a multitude of problems across the game. For example, our 'ability delay' issue is being addressed by the development team right now, and I've been told there are dozens of fixes potentially being looked at to help improve things. There's no single magic fix (although some fixes may have more of an effect than others).

I'll also say right now that we're not 'remotely rendering' textures and sending to your client via your internet connection; that would be some impressive technology and if we were doing it, is likely something we'd have talked about before now.

I'll seek developer comment on this, but I just want to caution anyone from overreacting.
  karmath

Advanced Member

Joined: 8/24/05
Posts: 426

1/12/12 12:24:26 AM#50
Originally posted by Paradigm68
Originally posted by Fadedbomb

EA-Bioware did this ENTIRELY to prevent SWTOR from EVER being emulated. There's just no way to capture the proper data for an emulation project using the method they are now employing for SWTOR. This ALSO answers MANY questions as to why the game is so instanced.

The problem with this (assuming any of this is true)  is that there really is no defense against the data being captured, eventually someone dedicated enough will figure it out which means the end result is intentional gimping of the game performance for no benefit.

Welcome to the paradox of DRM!

Heaps of games that have been released over the past few years have had DRM of some sort and all titles have been DRM disabled, the client ripped and uploaded to a torrent site. The only people who DRM annoys is the people who actually paid for the product, yet recent games have even heavier DRM that is a massive pain in the ass.

  Loke666

Elite Member

Joined: 10/29/07
Posts: 13324

1/12/12 12:28:50 AM#51

It wouldn't be the first time that the copy protection of a game annoys the paying customers more than any pirates...

I am annoyed enough that many game forces me to have steam on all the time or to have the CD in while I play. It is not like those games weren't on piratebay a week after launch anyways.

  Axxar

Advanced Member

Joined: 12/09/08
Posts: 718

"Go inside. Tell them you are the Avatar."

1/12/12 2:02:08 AM#52

DRM is bad, but it's not like anyone was stupid enough to believe a word of Tiron_Raptor's insane theory. I don't think anyone  has a skull that would be able to withstand stupidity of that magnitude.

I believe the next ridiculous troll thread should be titled "Global warming the cause of SWTOR performing inadequately on some systems?"

  User Deleted
1/12/12 2:53:58 AM#53

im with bioware in this.

The system prevents the usage of several client side exploits and hacks.

The problems will only happen with people using low bandwith internet connections.. but c'mon.. we are on the 21 st century.. low bandwith connections are a thing from the past.

  ta_erog

Advanced Member

Joined: 12/03/07
Posts: 30

1/12/12 3:45:36 PM#54

This has all been debunked.

  Thomas2006

Hard Core Member

Joined: 11/16/05
Posts: 659

1/12/12 4:13:35 PM#55

Just to put it out there.. Anyone ever think that, that extra 10gb of data could have just been future content, graphics, ect. ?

It's already been proven that theres no server side rendering system or anything like that going on. If there was then SWTORs bandwidth usage would be alot higher then it is now. As it stands right now SWTOR uses slightly less bandwidth then World of Warcraft does.

I have my thoughts as to what the extra SWTOR process handles and I think its more based around how they handle extra non targetable npcs in the game. As we know from a previous interview the game can scale up or down the number of extra prop npc's seen in the cities and areas based upon how good or bad your preformance is ingame. I imagine this second process is crunching information in the background to tell the first process to scale up and down the load as needed. It's just a hunch though. I imagine it also does some other wizadary with the client to keep things in order.

  Dojen

Apprentice Member

Joined: 1/17/10
Posts: 116

1/12/12 6:06:06 PM#56

Sounds like something that paranoid Lucas "hack job guy" would want.

  Fadedbomb

Hard Core Member

Joined: 5/19/06
Posts: 1493

1/13/12 9:56:14 AM#57
Originally posted by drbaltazar
Originally posted by Sasami
Originally posted by omome

I take this blatant fear mongering to be an insulting, below the belt, slap in the face.

[Mod Edit]  Basicly Stephen Reid shoot whole thing down already with dual texture post. Also anyone with even little understanding of programming could easily explain why this is pure fear mongering. Again, basic problem with all game devs in PC world is huge amount of possible HW configurations not to mention all crap that people have in there computers like anti-virus. Then you might have bigger problems like how you done the pipelining of graphics engine, which gets worse in MMO scene because you need to cut those pesky cheaters by coding graphics rendering with network code. Why because if you don't happens what happened with games like Mortal Online or Darkfall. And keep mind Mortal Online is based on Epics version of Hero Engine which they call Atlas. Usually the easiest answer is the correct one. But this has all the good stuff written in it, I mean EA and DRM perfect bullshit to sell on masses that have no clue how games let alone MMO games work.

I personally don't have any problems running this game, but then again I actually know this computer stuff. I don't "optimize" my Windows to gain extra fps(you might get 1 fps more but breaks pretty much everything else), I don't use beta drivers because they give more fps(which they might but causes tons of bugs and instability), I don't install some hack AV or security stuff that some "dude" recommended in Internet(because that "dude" is most likely is some teen with less knowledge of computers than opposite sex genitals).

just making a 32 bit game work on a 64 bit computer is an achievement!everything is 64 bit but the game and the browser,mse is 64 bit etc etc etc and you ask the computer to run a game in 32 bit even tho the program is made to run in 32 64 k  various issue can arise !this is why a lot have been asking the mmo industry to shift to 64 bit but they wont cause it would mean being too far from consolle industry.so console first then computer!so 8 years ago when computer went 64 bit we could have stayed to 32 bit xp and it would have been perfect!

Why is it an "achievement"? You're not a programmer so you don't seem to understand that 64bit was DESIGNED to be backwards compatible to 32bit programs. It's actually as easy as installing windows7 64bit and you're done. NOTHING needs to be done from a developer's standpoint unless they try to use depricated code from BEFORE 64bit started to be used in OS's, and I'm talking pre-windows XP btw. The ONLY thing that will NOT run on a 64bit system are programs from the 8 & 16bit days, ie: Windows 95.

  Fadedbomb

Hard Core Member

Joined: 5/19/06
Posts: 1493

1/13/12 9:59:34 AM#58

Oh, btw it wouldn't be the first time EA developers outright lied about something so easily discovered by their own community. I don't trust Mr.Reid WHATSOEVER. There is ABSOLUTELY zero excuse for the amount of data being transmitted to and FROM their servers for SWTOR.

 

Also, there is ABSOLUTELY zero excuse for them limiting the player's choice for texture quality. It appears that either their engine is COMPLETELY subpar in terms of rendering scalability, or they simply want EVERYONE to see the same thing all the time. Obviously, the latter seems less likely.

  Naucano

Novice Member

Joined: 12/09/11
Posts: 70

1/14/12 8:20:58 AM#59
Originally posted by Fadedbomb

Oh, btw it wouldn't be the first time EA developers outright lied about something so easily discovered by their own community. I don't trust Mr.Reid WHATSOEVER. There is ABSOLUTELY zero excuse for the amount of data being transmitted to and FROM their servers for SWTOR.

 

Also, there is ABSOLUTELY zero excuse for them limiting the player's choice for texture quality. It appears that either their engine is COMPLETELY subpar in terms of rendering scalability, or they simply want EVERYONE to see the same thing all the time. Obviously, the latter seems less likely.

Well, I don't work for EA or Bioware or any other software and/or game-company but:

Are you absolutely sure of what you claim ?

Got any written proof ? Got any other proof ?

Do you have any indication Mr.Reid lied about anything ? Any proof he lied about this ?

Can you indicate, clearly show in a way that everybody can reproduce the evidence,  that this "data being transmitted" is excesive and/or, without doubt, serves other "purposes" then one that could be expected from a normal running client/server application which constitutes the core of an online game?

If not, I suggest you all stop this slander.

 

Rated M for Mature - May contain content inappropriate for children

  Lowcaian

Novice Member

Joined: 8/01/11
Posts: 215

1/14/12 8:29:32 AM#60

Is it possible that some key data but not the whole package is remote rendered?

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