Maybe I'm missing something but I don't see why screen shake should be removed. It doesn't seem like a bug but a deliberate feature, it adds realism to what it would be like to fire an automatic rifle and makes it slightly (and I mean <b>slightly</b>) more challenging to aim, which is probably a good thing now that hit reg is fixed. It seems a bit like asking for the skulks jaws to be removed so that you can aim bites more easily, it would reduce the realism of the shooter experience, in my opinion.
<!--quoteo(post=2001076:date=Oct 30 2012, 05:46 PM:name=Sharp-Shooter)--><div class='quotetop'>QUOTE (Sharp-Shooter @ Oct 30 2012, 05:46 PM) <a href="index.php?act=findpost&pid=2001076"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->we are under lock down which means NO MORE FEATURES JUST BUG FIXES AND PERFORMANCE IMPROVEMENTS
build 226 released! NEW FEATURE!!! INFESTATION!!!!!!11!
lol, good work, i saw it coming<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not a new feature, it's a new model for an existing feature. /pedantics
Yea it's just a new graphic lol, one that you can turn off in the graphic settings even. Though I do hope they get on top of balance soon after 1.0. Marine win rate will be HUGE, it already is with the hit reg fixed tbh.
They'll always be optimizing it I guess. Whether or not you need a new card/system depends how bad it is now. Doubt if you're on 10fps now it will go up to 50fps later.
<!--quoteo(post=2001091:date=Oct 30 2012, 01:52 PM:name=YoungTrotsky)--><div class='quotetop'>QUOTE (YoungTrotsky @ Oct 30 2012, 01:52 PM) <a href="index.php?act=findpost&pid=2001091"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's not a new feature, it's a new model for an existing feature. /pedantics<!--QuoteEnd--></div><!--QuoteEEnd--> Maybe so, thats not what the front page says
infestation - performance: does it perform better? the whole game feels a lot smoother, and my FPS barely drops anymore in hive rooms. either way, I'm glad to be above 50FPS for the majority of the game. - aesthetics: agree with others, it should pulsate less "mechanically", not in sync with other pulses, cysts should have infestation underneath them always. I'm okay with the patches of infestation, it looks a little more raw.
hit registry - WOW. gone are the days of point-blank shooting a skulk and causing 17 damage. feels fantastic. - interp is still questionable
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I find it kinda funny, this is our last beta build and were talking like its business as usual.<!--QuoteEnd--></div><!--QuoteEEnd-->
Because 1.0 is really just another patch for the devs and us beta players to be honest :P
<!--quoteo(post=2000604:date=Oct 30 2012, 02:28 AM:name=dethovu)--><div class='quotetop'>QUOTE (dethovu @ Oct 30 2012, 02:28 AM) <a href="index.php?act=findpost&pid=2000604"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>V-SYNC + MULTICORE</b> = severe movement hitching
It seems disabling either one stops the hitching.
I have to play with V-sync, so I disabled multi-core to make the game playable. But I also noticed all 4 cores were still being used (?)<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm surprised I don't see discussion on this...or is it just me?
I haven't played today, but last night when I would ask if anyone else was hitching, a lot of people answered yes.
The problem as far as I can tell: having v-sync and multicore both enabled causes major, unplayable hitching in movement (double buffering makes it slightly less worse than triple buffering). Disabling either completely gets rid of the hitching. Since I have to have v-sync to play, I disabled multicore, but noticed all 4 cores were still being used, but there was no more hitching. End game hitching was unplayble, however.
Go away beta, i will not miss you :P Gratulation Unknown Worlds Team for beeing alive as Indie Developer since 10th April 2010, were the Engine Test started ^^ <b>Over 2 Years of development and the final release is close!</b>
Havent played in ages so this is going to be exciting. Will be like a whole new game to play. Fun fun fun. Cant wait to show up green and go commander.
<!--quoteo(post=2001161:date=Oct 30 2012, 02:38 PM:name=dethovu)--><div class='quotetop'>QUOTE (dethovu @ Oct 30 2012, 02:38 PM) <a href="index.php?act=findpost&pid=2001161"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->having v-sync and multicore both enabled causes major, unplayable hitching in movement<!--QuoteEnd--></div><!--QuoteEEnd-->
Just played another game and can confirm that it is still doing this. Disabling multicore doesn't stop all 4 cores from being used, but it gets rid of the hitching. Likewise, disabling v-sync stops the hitching if multicore is enabled. The combination of the two makes the game unplayable. Haven't had any problems with this in beta until now.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
<!--quoteo(post=2001270:date=Oct 30 2012, 03:54 PM:name=dethovu)--><div class='quotetop'>QUOTE (dethovu @ Oct 30 2012, 03:54 PM) <a href="index.php?act=findpost&pid=2001270"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just played another game and can confirm that it is still doing this. Disabling multicore doesn't stop all 4 cores from being used, but it gets rid of the hitching. Likewise, disabling v-sync stops the hitching if multicore is enabled. The combination of the two makes the game unplayable. Haven't had any problems with this in beta until now.<!--QuoteEnd--></div><!--QuoteEEnd-->
So that would explain the terrible performance I was having a few patches ago.
There is frequently a short half second delay when doing a short (~0.5s) blink followed by an immediate swipe. This seems to happen very often when I jump > blink > swipe. Long blinks never seem to cause this delay. Also, tapping blink -> swipe frequently yield a noticeably delay on the swipe.
There shouldn't be any delay on the swipe. I'm noticing a delay on about half my swipes where as half of them are firing instantly when I come out of blink. This problem was introduced in b225.
The delay seems most frequent, almost consistent, when exiting a blink a few feet off the ground. Though it may have to do with the duration of the blink. I'm not totally sure, but there is clearly something wrong.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited October 2012
Thanks gorgeous.
@Dethovu Vsync works like this afaik: your frame rate (fps) is capped to your monitor's refresh rate to prevent tearing - however if you cannot maintain that fps (usually 60) it halves it (usually to 30) and the fluctuating jump between that can give the feeling of hitching or stuttering. I recommend not using vsync, personally, after I experienced the same thing.
<!--quoteo(post=2001330:date=Oct 30 2012, 09:41 PM:name=Defcon2021)--><div class='quotetop'>QUOTE (Defcon2021 @ Oct 30 2012, 09:41 PM) <a href="index.php?act=findpost&pid=2001330"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So 1.0 is out today, someone's gonna have to get workin' on that NS2Combat
What Natural Selection was never meant to beâ„¢<!--QuoteEnd--></div><!--QuoteEEnd-->
There is frequently a short half second delay when doing a short (~0.5s) blink followed by an immediate swipe. This seems to happen very often when I jump > blink > swipe. Long blinks never seem to cause this delay. Also, tapping blink -> swipe frequently yield a noticeably delay on the swipe.
There shouldn't be any delay on the swipe. I'm noticing a delay on about half my swipes where as half of them are firing instantly when I come out of blink. This problem was introduced in b225.
The delay seems most frequent, almost consistent, when exiting a blink a few feet off the ground. Though it may have to do with the duration of the blink. I'm not totally sure, but there is clearly something wrong.<!--QuoteEnd--></div><!--QuoteEEnd--> Seconding this, very annoying.
<!--quoteo(post=2001393:date=Oct 30 2012, 01:38 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Oct 30 2012, 01:38 PM) <a href="index.php?act=findpost&pid=2001393"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Something is wrong with skulk jump, it jitters badly sometimes. Reproduce the bug: bunny hop around on a flat surface and observe the jitter.<!--QuoteEnd--></div><!--QuoteEEnd--> I have this too. mitigated very slightly with 226, but it started in 224 iirc. jitters really badly every few jumps or my model will warp.
<!--quoteo(post=2001301:date=Oct 30 2012, 04:23 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Oct 30 2012, 04:23 PM) <a href="index.php?act=findpost&pid=2001301"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Dethovu Vsync works like this afaik: your frame rate (fps) is capped to your monitor's refresh rate to prevent tearing - however if you cannot maintain that fps (usually 60) it halves it (usually to 30) and the fluctuating jump between that can give the feeling of hitching or stuttering. I recommend not using vsync, personally, after I experienced the same thing.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have to use v-sync -- headaches ensue if I do not. Also, I maintain 60+ fps even in heavy combat with v-sync off, so that's not the issue. It is definitely some sort of bug -- others are reporting the same thing as "jittery" in this thread. It has something to do with the multicore rendering interfering with the v-sync I believe.
I haven't had any issues what-so-ever with v-sync or multicore up until 226. But for what it is worth, disabling multicore fixes the problem for the most part, and all 4 cores are still used when it is off (which obvously doesn't sound right, which leads me to believe its some sort of bug).
Comments
build 226 released!
NEW FEATURE!!!
INFESTATION!!!!!!11!
lol, good work, i saw it coming
<!--quoteo(post=2001076:date=Oct 30 2012, 05:46 PM:name=Sharp-Shooter)--><div class='quotetop'>QUOTE (Sharp-Shooter @ Oct 30 2012, 05:46 PM) <a href="index.php?act=findpost&pid=2001076"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->we are under lock down which means NO MORE FEATURES JUST BUG FIXES AND PERFORMANCE IMPROVEMENTS
build 226 released!
NEW FEATURE!!!
INFESTATION!!!!!!11!
lol, good work, i saw it coming<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not a new feature, it's a new model for an existing feature. /pedantics
<img src="http://i.imgur.com/LtmEqh.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/emznUh.jpg" border="0" class="linked-image" />
In bright areas it would look better with some more brown and yellow tones
<img src="http://i.imgur.com/1nLxeh.jpg" border="0" class="linked-image" />
Maybe so, thats not what the front page says
infestation
- performance: does it perform better? the whole game feels a lot smoother, and my FPS barely drops anymore in hive rooms. either way, I'm glad to be above 50FPS for the majority of the game.
- aesthetics: agree with others, it should pulsate less "mechanically", not in sync with other pulses, cysts should have infestation underneath them always. I'm okay with the patches of infestation, it looks a little more raw.
hit registry
- WOW. gone are the days of point-blank shooting a skulk and causing 17 damage. feels fantastic.
- interp is still questionable
Because 1.0 is really just another patch for the devs and us beta players to be honest :P
<a href="http://i.imgur.com/ZiJSK.jpg" target="_blank">http://i.imgur.com/ZiJSK.jpg</a>
<a href="http://i.imgur.com/b0N00.jpg" target="_blank">http://i.imgur.com/b0N00.jpg</a>
<a href="http://i.imgur.com/YCIZ7.jpg" target="_blank">http://i.imgur.com/YCIZ7.jpg</a>
<a href="http://i.imgur.com/gIKgZ.jpg" target="_blank">http://i.imgur.com/gIKgZ.jpg</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for putting these up!
It seems disabling either one stops the hitching.
I have to play with V-sync, so I disabled multi-core to make the game playable. But I also noticed all 4 cores were still being used (?)<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm surprised I don't see discussion on this...or is it just me?
I haven't played today, but last night when I would ask if anyone else was hitching, a lot of people answered yes.
The problem as far as I can tell: having v-sync and multicore both enabled causes major, unplayable hitching in movement (double buffering makes it slightly less worse than triple buffering). Disabling either completely gets rid of the hitching. Since I have to have v-sync to play, I disabled multicore, but noticed all 4 cores were still being used, but there was no more hitching. End game hitching was unplayble, however.
i5-3470 // 1GB 6850 // 8GB // Win7 x64
Gratulation Unknown Worlds Team for beeing alive as Indie Developer since 10th April 2010, were the Engine Test started ^^
<b>Over 2 Years of development and the final release is close!</b>
Just played another game and can confirm that it is still doing this. Disabling multicore doesn't stop all 4 cores from being used, but it gets rid of the hitching. Likewise, disabling v-sync stops the hitching if multicore is enabled. The combination of the two makes the game unplayable. Haven't had any problems with this in beta until now.
So that would explain the terrible performance I was having a few patches ago.
There is frequently a short half second delay when doing a short (~0.5s) blink followed by an immediate swipe. This seems to happen very often when I jump > blink > swipe. Long blinks never seem to cause this delay. Also, tapping blink -> swipe frequently yield a noticeably delay on the swipe.
There shouldn't be any delay on the swipe. I'm noticing a delay on about half my swipes where as half of them are firing instantly when I come out of blink. This problem was introduced in b225.
The delay seems most frequent, almost consistent, when exiting a blink a few feet off the ground. Though it may have to do with the duration of the blink. I'm not totally sure, but there is clearly something wrong.
@Dethovu
Vsync works like this afaik: your frame rate (fps) is capped to your monitor's refresh rate to prevent tearing - however if you cannot maintain that fps (usually 60) it halves it (usually to 30) and the fluctuating jump between that can give the feeling of hitching or stuttering.
I recommend not using vsync, personally, after I experienced the same thing.
What Natural Selection was never meant to beâ„¢
What Natural Selection was never meant to beâ„¢<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119151&st=0&start=0" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t=0&start=0</a>
There is frequently a short half second delay when doing a short (~0.5s) blink followed by an immediate swipe. This seems to happen very often when I jump > blink > swipe. Long blinks never seem to cause this delay. Also, tapping blink -> swipe frequently yield a noticeably delay on the swipe.
There shouldn't be any delay on the swipe. I'm noticing a delay on about half my swipes where as half of them are firing instantly when I come out of blink. This problem was introduced in b225.
The delay seems most frequent, almost consistent, when exiting a blink a few feet off the ground. Though it may have to do with the duration of the blink. I'm not totally sure, but there is clearly something wrong.<!--QuoteEnd--></div><!--QuoteEEnd-->
Seconding this, very annoying.
I love you, and you and you, and most DEFINITELY you.
EDIT: Just heard it's done for 1.0! Cool beans
:P
I have this too. mitigated very slightly with 226, but it started in 224 iirc. jitters really badly every few jumps or my model will warp.
Vsync works like this afaik: your frame rate (fps) is capped to your monitor's refresh rate to prevent tearing - however if you cannot maintain that fps (usually 60) it halves it (usually to 30) and the fluctuating jump between that can give the feeling of hitching or stuttering.
I recommend not using vsync, personally, after I experienced the same thing.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have to use v-sync -- headaches ensue if I do not. Also, I maintain 60+ fps even in heavy combat with v-sync off, so that's not the issue. It is definitely some sort of bug -- others are reporting the same thing as "jittery" in this thread. It has something to do with the multicore rendering interfering with the v-sync I believe.
I haven't had any issues what-so-ever with v-sync or multicore up until 226. But for what it is worth, disabling multicore fixes the problem for the most part, and all 4 cores are still used when it is off (which obvously doesn't sound right, which leads me to believe its some sort of bug).