Just as a quick note, you can still dig up the 1.2 ghz as official sys req on the order site. It's not directly visible anymore, but searching for system requirements still returns it and nothing else. Someone should probably remove that to avoid any accusations of misleading customers.
<!--quoteo(post=1928691:date=Apr 23 2012, 12:21 AM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Apr 23 2012, 12:21 AM) <a href="index.php?act=findpost&pid=1928691"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just as a quick note, you can still dig up the 1.2 ghz as official sys req on the order site. It's not directly visible anymore, but searching for system requirements still returns it and nothing else. Someone should probably remove that to avoid any accusations of misleading customers.<!--QuoteEnd--></div><!--QuoteEEnd--> way too late for that.
<!--quoteo(post=1928693:date=Apr 23 2012, 05:58 AM:name=Pyromaniac)--><div class='quotetop'>QUOTE (Pyromaniac @ Apr 23 2012, 05:58 AM) <a href="index.php?act=findpost&pid=1928693"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->way too late for that.<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, obviously. It's still probably the right way to go if there's any in a situation like this.
Plans are in motion for optimization for release and post-release, just like most games. Max and the rest of the UWE programmers are working their butts off. Even a few of the PTs are lending a hand to make sure the game gets optimized as fast as possible. But it has to be done right.
<!--quoteo(post=1926175:date=Apr 17 2012, 04:37 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Apr 17 2012, 04:37 AM) <a href="index.php?act=findpost&pid=1926175"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With all due respect, you really can't say we are behind schedule if you haven't seen our schedule :) --Cory<!--QuoteEnd--></div><!--QuoteEEnd--> Switching to Scrum half way is cheating.
<!--quoteo(post=1925720:date=Apr 15 2012, 09:22 PM:name=tobias3)--><div class='quotetop'>QUOTE (tobias3 @ Apr 15 2012, 09:22 PM) <a href="index.php?act=findpost&pid=1925720"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The fallacy of the scripting lanuage: 1. Engine programmer decides that the main engine language (C++) is to complicated for the people who make the game. He integrates a simple scripting engine for "non-programmers". 2. Non-programmers write unmaintanable and inefficient code because they have not much experience. 3. Whole thing blows up. 4a) Real programmer decides to rewrite game parts in C++ 4b) Real programmer fixes scripting code
Same thing happend with Far Cry. If you looked at it is was a complete mess: Parts of the game were in LUA others in C++. They did not have a clear interface or anything. For further modding 4b) is clearly the better choice and you maintain the advantages of going with the scripting approach.
In my opinion scripting languages should only be used for dead simple stuff like scripted sequences which overlapps with game content. Any kind of game logic should be done by programmers with experience.<!--QuoteEnd--></div><!--QuoteEEnd--> That's because people misquote Knuth all the time as an excuse not to do any budgeting/profiling up front and then desperately try to get <b>any</b> performance.
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->No content image posts are generally discouraged, particularly when they're that damned big. -Insane<!--colorc--></span><!--/colorc-->
SecurityJoin Date: 2005-01-07Member: 33133Members, Constellation, Squad Five Blue
<!--quoteo(post=1928691:date=Apr 23 2012, 05:21 AM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Apr 23 2012, 05:21 AM) <a href="index.php?act=findpost&pid=1928691"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just as a quick note, you can still dig up the 1.2 ghz as official sys req on the order site. It's not directly visible anymore, but searching for system requirements still returns it and nothing else. Someone should probably remove that to avoid any accusations of misleading customers.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wow, indeed. Good find! <a href="http://www.naturalselection2.com/display/Search?searchQuery=system&moduleFilter=3943679" target="_blank">http://www.naturalselection2.com/display/S...eFilter=3943679</a>
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->What are the system requirements and when will NS2 be released? FAQ Entry by Charlie Cleveland on May 7, 2010 A 1.2 GHz Processor, 256MB RAM, a DirectX 9 level graphics card, Windows Vista/2000/XP, Steam , mouse, keyboard and of course, an internet connection. We are working hard to make sure NS2 runs well on average hardware without having to upgrade your machine! We do not currently have a release date se ...
oh wow, nice find there buddy. I've never seen any sort of basic requirement for ns2 at all, this is a first. I hope they remove this, its extremely misleading.
now back to the topic, the last two builds has hurt my fps even more now. I'm normally getting 25fps and during combat it just drops like a rock. interesting enough, in the readyroom, my fps (sometimes) 40-60fps either standing still or just being there. while the servers I have extreme amount of problems ex 16v16 and under, anything more then that its completely unplayable.
<!--quoteo(post=1928745:date=Apr 23 2012, 10:31 AM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Apr 23 2012, 10:31 AM) <a href="index.php?act=findpost&pid=1928745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Plans are in motion for optimization for release and <b><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->post<!--sizec--></span><!--/sizec--></b>-release, just like most games.<!--QuoteEnd--></div><!--QuoteEEnd--> Oh crap, 2nd time I've heard words along similar lines. This isn't going to be another Brink\RE is it? Also, any idea on whether the tickrate is going to be unlocked already? Or is it the intention it remain afixed at 30, that'd be a bit of a kick in the teeth for the competitive-scene. Well, If the hardware could ever run it higher than 30 anyway...
<!--quoteo(post=1928918:date=Apr 23 2012, 03:47 PM:name=player)--><div class='quotetop'>QUOTE (player @ Apr 23 2012, 03:47 PM) <a href="index.php?act=findpost&pid=1928918"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh crap, 2nd time I've heard words along similar lines. This isn't going to be another Brink\RE is it? Also, any idea on whether the tickrate is going to be unlocked already? Or is it the intention it remain afixed at 30, that'd be a bit of a kick in the teeth for the competitive-scene. Well, If the hardware could ever run it higher than 30 anyway...<!--QuoteEnd--></div><!--QuoteEEnd-->
The 30 tickrate seems to play alright. It's typically later in the game when the server drops below 20 ticks that hits get lost, servers bog down, and the game gets competitively unplayable.
I don't think a 30 tickrate cap would be bad if the tickrate reliably stayed at 30 through a reasonable game.
30 ticks for a large public is okay-(ish), as long at it actually sticks to 30 and doesn't drop into the single digits. I ment competitive-play mostly though, where a low tickrate can be the source of some grief if it turns out you're playing against the server's hit-reg, instead of each other's skill & wit.
also, the update rate to the clients should at least match the server tick rate, some ticks get skipped over which means the distance between updates and server ticks is uneven..
Comments
way too late for that.
Yeah, obviously. It's still probably the right way to go if there's any in a situation like this.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Switching to Scrum half way is cheating.
1. Engine programmer decides that the main engine language (C++) is to complicated for the people who make the game. He integrates a simple scripting engine for "non-programmers".
2. Non-programmers write unmaintanable and inefficient code because they have not much experience.
3. Whole thing blows up.
4a) Real programmer decides to rewrite game parts in C++
4b) Real programmer fixes scripting code
Same thing happend with Far Cry. If you looked at it is was a complete mess: Parts of the game were in LUA others in C++. They did not have a clear interface or anything. For further modding 4b) is clearly the better choice and you maintain the advantages of going with the scripting approach.
In my opinion scripting languages should only be used for dead simple stuff like scripted sequences which overlapps with game content. Any kind of game logic should be done by programmers with experience.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's because people misquote Knuth all the time as an excuse not to do any budgeting/profiling up front and then desperately try to get <b>any</b> performance.
Wow, indeed. Good find! <a href="http://www.naturalselection2.com/display/Search?searchQuery=system&moduleFilter=3943679" target="_blank">http://www.naturalselection2.com/display/S...eFilter=3943679</a>
FAQ Entry by Charlie Cleveland on May 7, 2010
A 1.2 GHz Processor, 256MB RAM, a DirectX 9 level graphics card, Windows Vista/2000/XP, Steam , mouse, keyboard and of course, an internet connection. We are working hard to make sure NS2 runs well on average hardware without having to upgrade your machine! We do not currently have a release date se ...
<a href="http://www.naturalselection2.com/display/Search?searchQuery=system&moduleFilter=3943679" target="_blank">http://www.naturalselection2.com/display/S...eFilter=3943679</a><!--QuoteEnd--></div><!--QuoteEEnd-->
oh wow, nice find there buddy. I've never seen any sort of basic requirement for ns2 at all, this is a first. I hope they remove this, its extremely misleading.
now back to the topic, the last two builds has hurt my fps even more now. I'm normally getting 25fps and during combat it just drops like a rock. interesting enough, in the readyroom, my fps (sometimes) 40-60fps either standing still or just being there.
while the servers I have extreme amount of problems ex 16v16 and under, anything more then that its completely unplayable.
Well, now it's gone. Whoever removed it: How about replacing with other info?
Wow, that was quick!
Oh crap, 2nd time I've heard words along similar lines. This isn't going to be another Brink\RE is it? Also, any idea on whether the tickrate is going to be unlocked already? Or is it the intention it remain afixed at 30, that'd be a bit of a kick in the teeth for the competitive-scene. Well, If the hardware could ever run it higher than 30 anyway...
... I was SO glad that I had forgotten the name of this terrible game. Now I know it again. Thank you. :(
The 30 tickrate seems to play alright. It's typically later in the game when the server drops below 20 ticks that hits get lost, servers bog down, and the game gets competitively unplayable.
I don't think a 30 tickrate cap would be bad if the tickrate reliably stayed at 30 through a reasonable game.