Beta Build 249 Released on Steam! - Natural Selection 2

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Comments

  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    ExplosifBe wrote: »
    fanatic wrote: »
    This is great news. With better performance, the need for a functional fps limit command also increases, though. It would be really great if you could sort out the problems with the max_fps command in time for full release of this patch.
    What do you mean? It's not working or doesn't feel smooth?
    If it's not working it may be because it's maxfps, without underscore
    It "works", but it isn't smooth. The mistyping was just a brain fart. As far as I know, they only made the command for troubleshooting, which explains why it works so poorly for use while playing.
  • SanCoSanCo Join Date: 2012-08-18 Member: 155744Members
    edited June 2013
    r_stats shows GPU bottleneck even on low settings, steady 60 fps even late game afaik noticed, didn't run any performance software but I've always dipped down to 40 or so late game, didn't see that at all. Even close to crag filled hive room atked with arcs it stayed at about 60 FPS. Crashed once when I turned on shadows in settings, but hasn't since.

    i5 750 @3,9ghz
    6950@ unlocked shaders
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
  • VisenyaVisenya Join Date: 2013-06-07 Member: 185501Members
    Definitely noticed a performance improvement in the hour or so I played. I played a few games on one of the Team156 servers, which was holding at ~16-20 players, if I remember correctly. Ping at around 100.

    Running on a laptop (even a relatively powerful one), I normally see FPS in the range of 40-50, dropping down to about 30 in the late game, but on the beta I was averaging at least 60. Even in a busy room I don't believe it dipped below 50. Stability was fine, no crashes or performance anomalies. Cat seems to be intact, as well. Good job, excited to see this go live!

    Specs:

    i7-2630QM @ 2.00GHz
    GTX 675M overclocked to 620MHz
    8GB DDR3 1333MHz
  • shonanshonan Join Date: 2013-01-28 Member: 182562Members, Reinforced - Shadow
    Still have waiting for render thread fluctuating above 0ms continuously. Seems a little snappier though.
  • TharosTharos Join Date: 2012-12-18 Member: 175439Members
    I found 2 bugs in this build :

    *When you try to drop a hive on a command station :
    Server : 83.895859 : AttemptToBuild failed, errorString: COMMANDERERROR_OUT_OF_RANGE. Stack: Call stack:
    CallStack [C]:-1
    AttemptToBuild lua/BuildingMixin.lua:111
    ProcessTechTreeActionForEntity lua/Commander_Server.lua:245
    ProcessTechTreeActionForEntity lua/AlienCommander.lua:166
    ProcessTechTreeAction lua/Commander_Server.lua:517
    lua/NetworkMessages_Server.lua:70

    *When you attack a whip with a grenadelauncher :
    [Server] Script Error #1: lua/Whip_Server.lua:117: assertion failed!
    Call stack:
    #1: assert [C]:-1
    #2: OnAiAttackStart lua/Whip_Server.lua:117
    self = Whip-3239 {alive=true, animationBlend=0, animationGraphIndex=22, animationGraphNode=7, animationSequence2=1, animationSequence=5, animationSpeed2=1, animationSpeed=1, animationStart2=87.827278137207, animationStart=88.500938415527, armor=240, attackYaw=0, bombarding=false, buildFraction=1, cloakingDesired=true, collisionRep=0, constructionComplete=true, currentOrderId=-1, detected=false, dragsUmbra=false, flinchIntensity=0, fullyCloaked=true, gameEffectsFlags=64, health=720, healthIgnored=false, hotGroupNumber=0, inCombat=false, isCatalysted=false, isMature=false, isOnFire=false, isTeleporting=false, lastTakenDamageAmount=11, lastTakenDamageOrigin=cdata, lastTakenDamageTime=265.9836730957, lastTargetId=-1, layer1AnimationBlend=0.10000000149012, layer1AnimationGraphNode=24, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=266.13272094727, locationId=9, maxArmor=240, maxHealth=720, modelIndex=35, move_speed=0, moving=false, numStacks=0, physicsGroup=16, physicsGroupFilterMask=0, physicsType=4, researchProgress=0, researchingId=1, rooted=true, selectionMask=0, sighted=false, slapping=false, syncHealth=false, teamNumber=2, techId=227, teleportDelay=0, timeLastHealed=266.26525878906, umbraBulletCount=0, unblockTime=0, underConstruction=false, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, visibleClient=false, whacking=false }
    attackType = AiGrenadeWhackAttackType { }
    target = Grenade-1568 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, modelIndex=0, ownerId=2540, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, projectileId=1, teamNumber=1, techId=1, vortexed=false }
    #3: StartAiAttack lua/AiAttacksMixin.lua:61
    self = Whip-3239 {alive=true, animationBlend=0, animationGraphIndex=22, animationGraphNode=7, animationSequence2=1, animationSequence=5, animationSpeed2=1, animationSpeed=1, animationStart2=87.827278137207, animationStart=88.500938415527, armor=240, attackYaw=0, bombarding=false, buildFraction=1, cloakingDesired=true, collisionRep=0, constructionComplete=true, currentOrderId=-1, detected=false, dragsUmbra=false, flinchIntensity=0, fullyCloaked=true, gameEffectsFlags=64, health=720, healthIgnored=false, hotGroupNumber=0, inCombat=false, isCatalysted=false, isMature=false, isOnFire=false, isTeleporting=false, lastTakenDamageAmount=11, lastTakenDamageOrigin=cdata, lastTakenDamageTime=265.9836730957, lastTargetId=-1, layer1AnimationBlend=0.10000000149012, layer1AnimationGraphNode=24, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=266.13272094727, locationId=9, maxArmor=240, maxHealth=720, modelIndex=35, move_speed=0, moving=false, numStacks=0, physicsGroup=16, physicsGroupFilterMask=0, physicsType=4, researchProgress=0, researchingId=1, rooted=true, selectionMask=0, sighted=false, slapping=false, syncHealth=false, teamNumber=2, techId=227, teleportDelay=0, timeLastHealed=266.26525878906, umbraBulletCount=0, unblockTime=0, underConstruction=false, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, visibleClient=false, whacking=false }
    attackType = AiGrenadeWhackAttackType { }
    #4: StartAttackOnTarget lua/AiAttackType.lua:206
    self = AiGrenadeWhackAttackType { }
    target = Grenade-1568 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, modelIndex=0, ownerId=2540, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, projectileId=1, teamNumber=1, techId=1, vortexed=false }
    now = nil
    #5: StartAttackOnTarget lua/AiGrenadeWhackAttackType.lua:92
    self = AiGrenadeWhackAttackType { }
    target = Grenade-1568 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, modelIndex=0, ownerId=2540, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, projectileId=1, teamNumber=1, techId=1, vortexed=false }
    #6: TryAttackOnAny lua/AiAttackType.lua:184
    self = AiGrenadeWhackAttackType { }
    now = 279.16033935547
    target = Grenade-1568 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, modelIndex=0, ownerId=2540, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, projectileId=1, teamNumber=1, techId=1, vortexed=false }
    #7: TryAttackOnAny lua/AiAttacksMixin.lua:79
    self = Whip-3239 {alive=true, animationBlend=0, animationGraphIndex=22, animationGraphNode=7, animationSequence2=1, animationSequence=5, animationSpeed2=1, animationSpeed=1, animationStart2=87.827278137207, animationStart=88.500938415527, armor=240, attackYaw=0, bombarding=false, buildFraction=1, cloakingDesired=true, collisionRep=0, constructionComplete=true, currentOrderId=-1, detected=false, dragsUmbra=false, flinchIntensity=0, fullyCloaked=true, gameEffectsFlags=64, health=720, healthIgnored=false, hotGroupNumber=0, inCombat=false, isCatalysted=false, isMature=false, isOnFire=false, isTeleporting=false, lastTakenDamageAmount=11, lastTakenDamageOrigin=cdata, lastTakenDamageTime=265.9836730957, lastTargetId=-1, layer1AnimationBlend=0.10000000149012, layer1AnimationGraphNode=24, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=266.13272094727, locationId=9, maxArmor=240, maxHealth=720, modelIndex=35, move_speed=0, moving=false, numStacks=0, physicsGroup=16, physicsGroupFilterMask=0, physicsType=4, researchProgress=0, researchingId=1, rooted=true, selectionMask=0, sighted=false, slapping=false, syncHealth=false, teamNumber=2, techId=227, teleportDelay=0, timeLastHealed=266.26525878906, umbraBulletCount=0, unblockTime=0, underConstruction=false, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, visibleClient=false, whacking=false }
    now = 279.16033935547
    nextTime = 279.40225219727
    currentAttack = nil
    (for generator) = function
    (for state) = {1=AiSlapAttackType { }, 2=AiGrenadeWhackAttackType { }, 3=AiBombardAttackType { } }
    (for control) = 2
    _ = 2
    attack = AiGrenadeWhackAttackType { }
    #8: f2 lua/AiAttacksMixin.lua:178
    self = Whip-3239 {alive=true, animationBlend=0, animationGraphIndex=22, animationGraphNode=7, animationSequence2=1, animationSequence=5, animationSpeed2=1, animationSpeed=1, animationStart2=87.827278137207, animationStart=88.500938415527, armor=240, attackYaw=0, bombarding=false, buildFraction=1, cloakingDesired=true, collisionRep=0, constructionComplete=true, currentOrderId=-1, detected=false, dragsUmbra=false, flinchIntensity=0, fullyCloaked=true, gameEffectsFlags=64, health=720, healthIgnored=false, hotGroupNumber=0, inCombat=false, isCatalysted=false, isMature=false, isOnFire=false, isTeleporting=false, lastTakenDamageAmount=11, lastTakenDamageOrigin=cdata, lastTakenDamageTime=265.9836730957, lastTargetId=-1, layer1AnimationBlend=0.10000000149012, layer1AnimationGraphNode=24, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=266.13272094727, locationId=9, maxArmor=240, maxHealth=720, modelIndex=35, move_speed=0, moving=false, numStacks=0, physicsGroup=16, physicsGroupFilterMask=0, physicsType=4, researchProgress=0, researchingId=1, rooted=true, selectionMask=0, sighted=false, slapping=false, syncHealth=false, teamNumber=2, techId=227, teleportDelay=0, timeLastHealed=266.26525878906, umbraBulletCount=0, unblockTime=0, underConstruction=false, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, visibleClient=false, whacking=false }
    deltaTime = 0.031132811680436
    now = 279.16033935547
    wasAttacking = false
    #9: UpdateAiAttacks [string "Whip_UpdateAiAttacks2"]:17
    self = Whip-3239 {alive=true, animationBlend=0, animationGraphIndex=22, animationGraphNode=7, animationSequence2=1, animationSequence=5, animationSpeed2=1, animationSpeed=1, animationStart2=87.827278137207, animationStart=88.500938415527, armor=240, attackYaw=0, bombarding=false, buildFraction=1, cloakingDesired=true, collisionRep=0, constructionComplete=true, currentOrderId=-1, detected=false, dragsUmbra=false, flinchIntensity=0, fullyCloaked=true, gameEffectsFlags=64, health=720, healthIgnored=false, hotGroupNumber=0, inCombat=false, isCatalysted=false, isMature=false, isOnFire=false, isTeleporting=false, lastTakenDamageAmount=11, lastTakenDamageOrigin=cdata, lastTakenDamageTime=265.9836730957, lastTargetId=-1, layer1AnimationBlend=0.10000000149012, layer1AnimationGraphNode=24, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=266.13272094727, locationId=9, maxArmor=240, maxHealth=720, modelIndex=35, move_speed=0, moving=false, numStacks=0, physicsGroup=16, physicsGroupFilterMask=0, physicsType=4, researchProgress=0, researchingId=1, rooted=true, selectionMask=0, sighted=false, slapping=false, syncHealth=false, teamNumber=2, techId=227, teleportDelay=0, timeLastHealed=266.26525878906, umbraBulletCount=0, unblockTime=0, underConstruction=false, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, visibleClient=false, whacking=false }
    arg1 = 0.031132811680436
    arg2 = nil
    ret1 = nil
    #10: UpdateOrders lua/Whip_Server.lua:49
    self = Whip-3239 {alive=true, animationBlend=0, animationGraphIndex=22, animationGraphNode=7, animationSequence2=1, animationSequence=5, animationSpeed2=1, animationSpeed=1, animationStart2=87.827278137207, animationStart=88.500938415527, armor=240, attackYaw=0, bombarding=false, buildFraction=1, cloakingDesired=true, collisionRep=0, constructionComplete=true, currentOrderId=-1, detected=false, dragsUmbra=false, flinchIntensity=0, fullyCloaked=true, gameEffectsFlags=64, health=720, healthIgnored=false, hotGroupNumber=0, inCombat=false, isCatalysted=false, isMature=false, isOnFire=false, isTeleporting=false, lastTakenDamageAmount=11, lastTakenDamageOrigin=cdata, lastTakenDamageTime=265.9836730957, lastTargetId=-1, layer1AnimationBlend=0.10000000149012, layer1AnimationGraphNode=24, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=266.13272094727, locationId=9, maxArmor=240, maxHealth=720, modelIndex=35, move_speed=0, moving=false, numStacks=0, physicsGroup=16, physicsGroupFilterMask=0, physicsType=4, researchProgress=0, researchingId=1, rooted=true, selectionMask=0, sighted=false, slapping=false, syncHealth=false, teamNumber=2, techId=227, teleportDelay=0, timeLastHealed=266.26525878906, umbraBulletCount=0, unblockTime=0, underConstruction=false, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, visibleClient=false, whacking=false }
    deltaTime = 0.031132811680436
    currentOrder = nil
    #11: f1 lua/Whip.lua:408
    self = Whip-3239 {alive=true, animationBlend=0, animationGraphIndex=22, animationGraphNode=7, animationSequence2=1, animationSequence=5, animationSpeed2=1, animationSpeed=1, animationStart2=87.827278137207, animationStart=88.500938415527, armor=240, attackYaw=0, bombarding=false, buildFraction=1, cloakingDesired=true, collisionRep=0, constructionComplete=true, currentOrderId=-1, detected=false, dragsUmbra=false, flinchIntensity=0, fullyCloaked=true, gameEffectsFlags=64, health=720, healthIgnored=false, hotGroupNumber=0, inCombat=false, isCatalysted=false, isMature=false, isOnFire=false, isTeleporting=false, lastTakenDamageAmount=11, lastTakenDamageOrigin=cdata, lastTakenDamageTime=265.9836730957, lastTargetId=-1, layer1AnimationBlend=0.10000000149012, layer1AnimationGraphNode=24, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=266.13272094727, locationId=9, maxArmor=240, maxHealth=720, modelIndex=35, move_speed=0, moving=false, numStacks=0, physicsGroup=16, physicsGroupFilterMask=0, physicsType=4, researchProgress=0, researchingId=1, rooted=true, selectionMask=0, sighted=false, slapping=false, syncHealth=false, teamNumber=2, techId=227, teleportDelay=0, timeLastHealed=266.26525878906, umbraBulletCount=0, unblockTime=0, underConstruction=false, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, visibleClient=false, whacking=false }
    deltaTime = 0.031132811680436
    #12: [string "Whip_OnUpdate19"]:15
    self = Whip-3239 {alive=true, animationBlend=0, animationGraphIndex=22, animationGraphNode=7, animationSequence2=1, animationSequence=5, animationSpeed2=1, animationSpeed=1, animationStart2=87.827278137207, animationStart=88.500938415527, armor=240, attackYaw=0, bombarding=false, buildFraction=1, cloakingDesired=true, collisionRep=0, constructionComplete=true, currentOrderId=-1, detected=false, dragsUmbra=false, flinchIntensity=0, fullyCloaked=true, gameEffectsFlags=64, health=720, healthIgnored=false, hotGroupNumber=0, inCombat=false, isCatalysted=false, isMature=false, isOnFire=false, isTeleporting=false, lastTakenDamageAmount=11, lastTakenDamageOrigin=cdata, lastTakenDamageTime=265.9836730957, lastTargetId=-1, layer1AnimationBlend=0.10000000149012, layer1AnimationGraphNode=24, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=266.13272094727, locationId=9, maxArmor=240, maxHealth=720, modelIndex=35, move_speed=0, moving=false, numStacks=0, physicsGroup=16, physicsGroupFilterMask=0, physicsType=4, researchProgress=0, researchingId=1, rooted=true, selectionMask=0, sighted=false, slapping=false, syncHealth=false, teamNumber=2, techId=227, teleportDelay=0, timeLastHealed=266.26525878906, umbraBulletCount=0, unblockTime=0, underConstruction=false, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, visibleClient=false, whacking=false }
    arg1 = 0.031132811680436
    Error: lua/Whip_Server.lua:117: assertion failed!
  • KenshikenKenshiken Join Date: 2013-02-01 Member: 182698Members
    edited June 2013
    It's hilarious how you drop from 130 FPS to 50 when you facing three MAC's build or repair something with nothing more on screen.

    3770K 4700Ghz HT On
    GTX 670 1250 Core 6000 Memory
    2200 CL12

    Overall, the game seems to be more smoothly going.
  • lwflwf Join Date: 2006-11-03 Member: 58311Members, Constellation
    Made a quick mod to make finding the beta server easier and fixed a live NS2 menu bug that has been bothering me while I was at it.

    Better Beta Menu
  • KwisatzHaderachKwisatzHaderach Join Date: 2012-02-06 Member: 143872Members, Reinforced - Shadow, WC 2013 - Supporter
    At first I was stunned by the 8ms waiting on GPU until I tried 248 again and lo and behold: 8ms waiting for GPU. No difference there.
    So, I did a little testing. I turned off shadows, atmospherics, rich infestation and AO to get 0ms waiting for GPU (both in 248 and in b249). Jumped into explore mode, built 4 crags, 12 whips and a shade. Bought an exo and wreaked havoc amongs the previously build whips and crags to see how much the fps would suffer.

    Results:
    starting fps, without anything build: ~120 (248)/120 (b249)
    fps after building (overlooking all buildings): ~58/62
    fps while firing dual exo, damaging whips and crags: min. 48/ min. 58

    not quite as much as I had hoped for, but better than nothing I guess. Have to test it further in real combat situations.

    BTW: when I load the menue the console looks like this:
    Vv85zW4.jpg

    When I load up a game it says this:
    mT6YmUG.jpg

    Isn't it supposed to say version "b249" or something instead of just "1"?
    Everything works fine though, dan't join 248 servers and connect just fine to b249 servers. Just wondering...
  • YMICrazyYMICrazy Join Date: 2012-11-02 Member: 165986Members
    edited June 2013
  • AconitAconit Join Date: 2013-06-07 Member: 185502Members, Reinforced - Shadow
    I just did 3 games in 249b, some great changes I noticed :

    GREAT
    •From 70 FPS early game back in 248. 80 FPS now !!!
    • No lags during fights, even on the infestation (crags + shift + shade + hive + ennemies). No performance drop seen. I'm seriously thinking about uping texture quality now :)
    • No crashes so far
    • Love the map changes in Docking ! Generator's 180° rotation is brilliant.

    BUGS
    • MACs pathing needs to be looked at in Docking. They couldn't climb the stairs and were stuck under them just below the Departure tech point.
    • Still the bug that forces you to get out as a commander, jump in the cc so you can drop an extractor (happened for locker RT).

    Thaks a lot UWE, amazing patch !!! :D


    My specs :
    i5 750 @ 2.67GHz
    ATI radeon HD 5700 Series
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    I'm curious as to the eta of the final release? I haven't bothered downloading it because I have no fps issues but am still curious as to what it feels like.
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    Neoken wrote: »
    Thomas ‘fsfod’ Fransham the hero. Give that man a medal!
    Ye fsfod is an allaround amazing dude :)
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    edited June 2013
    I played a bit and it seemed smoother.
    Crashes once, send the report.
    Found a small menu bug while typing, mailed uwe support.

    In the live version if I start a listenserver, spam the place, siege etc I can have steady fps drops. Especially as commander.
    In the beta build I do not have any realistic fps drop as a comm. (I mean a HUUGE difference between 20fps vs well over 100)
    Sieging a hiveroom with 7 arcs which is just filled with every structure I could fit in, in terms of space? No problem in this beta.

    well done
  • ExplosifBeExplosifBe Join Date: 2006-11-03 Member: 58284Forum Admins, Playtest Lead, Constellation, NS2 Playtester, Reinforced - Onos, WC 2013 - Shadow, Pistachionauts, Retired Community Developer
    edited June 2013
    fanatic wrote: »
    It "works", but it isn't smooth. The mistyping was just a brain fart. As far as I know, they only made the command for troubleshooting, which explains why it works so poorly for use while playing.

    I see, I doubt it will be 'fixed' for release, but I can make a report to the devs, could you explain where it fails at being usable for playing?
    BTW: when I load the menue the console looks like this:
    Image
    Image
    Isn't it supposed to say version "b249" or something instead of just "1"?
    Everything works fine though, dan't join 248 servers and connect just fine to b249 servers. Just wondering...

    I'd say mods, 5 of them were mounted and I really doubt they are compatible.
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    Can't play 249, because i adapted to the balance mod changes.
    Can't play balance mod, because i adapted to good fps.

    D:
  • CrazyEddieCrazyEddie Join Date: 2013-01-08 Member: 178196Members
    Desther wrote: »
    MzMz wrote: »
    just curious, if this implementation of luajit is done by fsfod (excellent job btw, missing your non-flash mod too!), did he take over max's luajit project? because I thought max was working it and was surprised to see fsfod's name. Is max solely working on OpenGL and D11D now?

    I think that there was a re-implementation of Lua specialized for NS2 ("Rocket") but wasn't based on LuaJIT.
    Don't know much about it, but I did find this from November 2012 (i.e. just after launch):
    NS2 does not use Rocket currently. We use a very slightly altered default Lua VM.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Been watching this thread closely as I have always been interested in NS2 dev. I don't play at all anymore because of time, life and the fact I am running on a laptop. I am sure others are reading this thread and are interested in this performance gain, and the 'smooth' feel that is being talked about.

    I am almost finished downloading, so i'll jump on and hopefully give you all an idea of the performance on a very poor rig. The idea of the game being 'smoother' as described is something that excites me, as I imagine I am not the only one who for a long time has felt that there was something 'not quite right' with game feel.

  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    Bicsum wrote: »
    Can't play 249, because i adapted to the balance mod changes.
    Can't play balance mod, because i adapted to good fps.

    D:
    Yeah, I'm taking a break until new movement and new performance make it into vanilla. Did you try BT in 249? It is silky.

  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    Frikking precaching takes forever!
  • LokeLoke Join Date: 2003-02-25 Member: 13988Members
    Recorded a video with a few players on a server testing out the performance.



    I can't say for sure what my framerate was or how much the ARC's affected it since Fraps usually bogs down my machine significantly when recording. I play with everything off at 1080p.

    Joining the server took FOREVER though (not exclusive to 249; frequently occur in 248 as well). Got stuck in "PRECACHING" for several minutes while it sounded like my HDD was about to die.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    @loke if you're having map loading issues please make a thread in tech support forums with r_loading true entered in the console (~ key) starting at the main menu, before you join a server.
    Then attach your log.txt thats found in your hidden %appdata%\Natural Selection 2\ folder.
    We should be able to sort out whats going on, if its not your hard drive dying/corrupted
  • YMICrazyYMICrazy Join Date: 2012-11-02 Member: 165986Members
    ^Dude should have typed r_Stats 1 or fps in console and you would have seen the framerate counter in game.
  • xen32xen32 Join Date: 2012-10-18 Member: 162676Members, Reinforced - Supporter
    I went to this other game I play and expected same fps boost under false impression of having new hardware :(
  • LokeLoke Join Date: 2003-02-25 Member: 13988Members
    @IronHorse I'll try that next time I play. Thanks.
    ^Dude should have typed r_Stats 1 or fps in console and you would have seen the framerate counter in game.

    As I already said Fraps makes the game more choppy when recording so it wouldn't been a fair comparison.
  • capercaper Join Date: 2012-04-24 Member: 150967Members, Reinforced - Shadow
    seeing about a 20 fps boost with nothing going on and mouse lag is much less... love it!
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I was very impressed by this build, having played since the initial release a few years ago I can safely say that this feels much more like it should. I am running on a 7 year old laptop, 2.2/4gigram/hd4000 series... 640x480 I was getting 40 fps in marine start at the beginning of the game. Usually I get around 20 - 30 I think.

    The best change with this though is that when explosions or arcs start shooting, you don't get massive lag. Played on an HBZ server, and ARC spammed one of the hives, I think there were about 15+ ARCs. It was still reasonably smooth, even though the fps was low for me - but this was incredibly surprising. Same with the grenade launcher, explosions did not cause stutter.

    I don't know what it is, but the feel/movement/animations also feel smoother. It is definitely easier to shoot aliens now I think.

    I am not sure how top end spec users will find this patch, but I have seen a real change from running it on a really poor laptop.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    Man, now I gotta buy a new graphics card, if it's gonna bottleneck.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited June 2013
    Squishpoke wrote: »
    Man, now I gotta buy a new graphics card, if it's gonna bottleneck.
    @squishpoke Personally, i'd wait.. with the upcoming OpenGL / DX11 changes very soon ...well, I can't say anymore than that, but yeah.. just wait, friend. ;)
  • StripetailsStripetails Join Date: 2013-01-30 Member: 182644Members, NS2 Playtester
    200fps and not even shaking. :D
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