<!--quoteo(post=1821821:date=Jan 5 2011, 03:46 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Jan 5 2011, 03:46 PM) <a href="index.php?act=findpost&pid=1821821"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->uhh... anyone else notice how "profile and optimize OnProcessMove" technical task has been removed from the list?? that was THE ONE bug i was looking forward to being fixed. was it not a bug? was it the LUA garbage collector that was the stutter culprit??<!--QuoteEnd--></div><!--QuoteEEnd--> It wasn't removed (it's still in Pivotal Tracker in the gameplay list), it was just moved into Build 162. It's not a bug though, it's just slow. The changes I'm working on with physics will help it, but there will still be more to do. And use, Lua garbage collection definitely causes hitches, that's still something we're working on.
I don't see black scoreboard bug on the list. It'd be a shame to have something around 30 FPS and stable server but with clients randomly having to restart game.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Don't let structures be built on top of livescriptactors (structures, MACs, etc.)<!--QuoteEnd--></div><!--QuoteEEnd-->
Just out of curiosity, this will prevent turret stacking?
<!--quoteo(post=1821880:date=Jan 6 2011, 04:18 AM:name=Darkster)--><div class='quotetop'>QUOTE (Darkster @ Jan 6 2011, 04:18 AM) <a href="index.php?act=findpost&pid=1821880"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just out of curiosity, this will prevent turret stacking?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1821899:date=Jan 5 2011, 09:38 PM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Jan 5 2011, 09:38 PM) <a href="index.php?act=findpost&pid=1821899"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wonder exactly what they mean by that, not that i don't think its necessary but would be nice to know whats changing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Same here. If anything, it's Lerk vs Marine that needs some changes.
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
<!--quoteo(post=1821856:date=Jan 5 2011, 05:27 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Jan 5 2011, 05:27 PM) <a href="index.php?act=findpost&pid=1821856"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And use, Lua garbage collection definitely causes hitches, that's still something we're working on.<!--QuoteEnd--></div><!--QuoteEEnd-->
This. This is exactly why i love this dev team and pre ordered early last year. Where else can you get an answer straight from the chief programmer of a game the same day? thanks max for listening to our feedback, and goodluck with the long road of optimizations etc!
So i started checking the progress page this week and i have to say its quite impressive how much you guys get done, at first it seems like there's little activity for most of the week then all of a sudden a whole bunch of items are done and you even have time to add a few new things, keep up the good work!
<!--quoteo(post=1822017:date=Jan 6 2011, 04:43 PM:name=Magneto)--><div class='quotetop'>QUOTE (Magneto @ Jan 6 2011, 04:43 PM) <a href="index.php?act=findpost&pid=1822017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So i started checking the progress page this week and i have to say its quite impressive how much you guys get done, at first it seems like there's little activity for most of the week then all of a sudden a whole bunch of items are done and you even have time to add a few new things, keep up the good work!<!--QuoteEnd--></div><!--QuoteEEnd-->
That could be because the beginning of the week was the New Year. People generally don't work then ;)
<!--quoteo(post=1822024:date=Jan 6 2011, 05:21 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 6 2011, 05:21 PM) <a href="index.php?act=findpost&pid=1822024"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That could be because the beginning of the week was the New Year. People generally don't work then ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
Good point, that just makes it more impressive then!
<!--quoteo(post=1821880:date=Jan 6 2011, 04:18 AM:name=Darkster)--><div class='quotetop'>QUOTE (Darkster @ Jan 6 2011, 04:18 AM) <a href="index.php?act=findpost&pid=1821880"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=0:date=:name=UWE)--><div class='quotetop'>QUOTE (UWE)</div><div class='quotemain'><!--quotec--> Don't let structures be built on top of livescriptactors (structures, MACs, etc.)<!--QuoteEnd--></div><!--QuoteEEnd--> Just out of curiosity, this will prevent turret stacking?<!--QuoteEnd--></div><!--QuoteEEnd-->
i hope so, but literally it's only referring to ontop of things. so no more IP on CC :( and no more turrets on MAC's :'/ i will miss this "feature"
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
could be many things. It could mean that the physics are done in a separate thread, so that servers with multiple cores run much faster. Could also mean that currently the physics of the client and the server are cupled so that for every "physics" event, there needs to be communication between the client and the server. With asynchronous physics both could have their own little "phycics universe" and only check once in a while if they are still doing the same.
<!--quoteo(post=1822500:date=Jan 7 2011, 07:29 PM:name=Asraniel)--><div class='quotetop'>QUOTE (Asraniel @ Jan 7 2011, 07:29 PM) <a href="index.php?act=findpost&pid=1822500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->could be many things. It could mean that the physics are done in a separate thread, so that servers with multiple cores run much faster. Could also mean that currently the physics of the client and the server are cupled so that for every "physics" event, there needs to be communication between the client and the server. With asynchronous physics both could have their own little "phycics universe" and only check once in a while if they are still doing the same.<!--QuoteEnd--></div><!--QuoteEEnd-->
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
edited January 2011
Not really. The Marine commander UI changes are very much performance related. And the Technical Tasks are VERY much performance related (well, excluding the Steam Join thingy).
The two items we should all want to see go to Accepted are "Asynchronous physics" and "Optimize server physics performance". Both of those items could provide a big performance increase for the servers and lessen the impact Hydras have on server performance.
<!--quoteo(post=1822498:date=Jan 7 2011, 04:27 PM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Jan 7 2011, 04:27 PM) <a href="index.php?act=findpost&pid=1822498"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does anyone know what the 'asynchronous physics' entry refers to?<!--QuoteEnd--></div><!--QuoteEEnd--> It means that the physics happens in parallel with the rest of the game and can use a separate processor if available.
<!--quoteo(post=1822558:date=Jan 8 2011, 01:25 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Jan 8 2011, 01:25 AM) <a href="index.php?act=findpost&pid=1822558"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It means that the physics happens in parallel with the rest of the game and can use a separate processor if available.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1822540:date=Jan 8 2011, 04:36 AM:name=McGlaspie)--><div class='quotetop'>QUOTE (McGlaspie @ Jan 8 2011, 04:36 AM) <a href="index.php?act=findpost&pid=1822540"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not really. The Marine commander UI changes are very much performance related. And the Technical Tasks are VERY much performance related (well, excluding the Steam Join thingy).
The two items we should all want to see go to Accepted are "Asynchronous physics" and "Optimize server physics performance". Both of those items could provide a big performance increase for the servers and lessen the impact Hydras have on server performance.<!--QuoteEnd--></div><!--QuoteEEnd--> yea i was very aware of what you pointed out my point was lots of small and "cosmetic" stuff but i don't mind at all since UWE's product is a very special case and everybody wants them to succeed, and those things are still small tasks...
<!--quoteo(post=1822558:date=Jan 8 2011, 05:25 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Jan 8 2011, 05:25 AM) <a href="index.php?act=findpost&pid=1822558"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It means that the physics happens in parallel with the rest of the game and can use a separate processor if available.<!--QuoteEnd--></div><!--QuoteEEnd-->
cool. but please don't use more than 2 cores for performance improving, because i don't have more of them :p
<!--quoteo(post=1822704:date=Jan 8 2011, 01:50 PM:name=countbasie)--><div class='quotetop'>QUOTE (countbasie @ Jan 8 2011, 01:50 PM) <a href="index.php?act=findpost&pid=1822704"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->cool. but please don't use more than 2 cores for performance improving, because i don't have more of them :p<!--QuoteEnd--></div><!--QuoteEEnd-->
Why do you care? The overhead of having a few more threads isn't particularly noticable.
Comments
It wasn't removed (it's still in Pivotal Tracker in the gameplay list), it was just moved into Build 162. It's not a bug though, it's just slow. The changes I'm working on with physics will help it, but there will still be more to do. And use, Lua garbage collection definitely causes hitches, that's still something we're working on.
with Add support for joining a game through the Steam UI
can i join the server my brother is playing, right?
Just out of curiosity, this will prevent turret stacking?
Yeah, will solve that issue.
Wonder exactly what they mean by that, not that i don't think its necessary but would be nice to know whats changing.
Same here. If anything, it's Lerk vs Marine that needs some changes.
This. This is exactly why i love this dev team and pre ordered early last year. Where else can you get an answer straight from the chief programmer of a game the same day?
thanks max for listening to our feedback, and goodluck with the long road of optimizations etc!
That could be because the beginning of the week was the New Year. People generally don't work then ;)
Good point, that just makes it more impressive then!
Don't let structures be built on top of livescriptactors (structures, MACs, etc.)<!--QuoteEnd--></div><!--QuoteEEnd-->
Just out of curiosity, this will prevent turret stacking?<!--QuoteEnd--></div><!--QuoteEEnd-->
i hope so, but literally it's only referring to ontop of things.
so no more IP on CC :(
and no more turrets on MAC's :'/
i will miss this "feature"
It could mean that the physics are done in a separate thread, so that servers with multiple cores run much faster.
Could also mean that currently the physics of the client and the server are cupled so that for every "physics" event, there needs to be communication between the client and the server. With asynchronous physics both could have their own little "phycics universe" and only check once in a while if they are still doing the same.
It could mean that the physics are done in a separate thread, so that servers with multiple cores run much faster.
Could also mean that currently the physics of the client and the server are cupled so that for every "physics" event, there needs to be communication between the client and the server. With asynchronous physics both could have their own little "phycics universe" and only check once in a while if they are still doing the same.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think it's the latter.
The two items we should all want to see go to Accepted are "Asynchronous physics" and "Optimize server physics performance". Both of those items could provide a big performance increase for the servers and lessen the impact Hydras have on server performance.
It means that the physics happens in parallel with the rest of the game and can use a separate processor if available.
o Yea!
now my i7 will be more happy
The two items we should all want to see go to Accepted are "Asynchronous physics" and "Optimize server physics performance". Both of those items could provide a big performance increase for the servers and lessen the impact Hydras have on server performance.<!--QuoteEnd--></div><!--QuoteEEnd-->
yea i was very aware of what you pointed out
my point was lots of small and "cosmetic" stuff
but i don't mind at all since UWE's product is a very special case and everybody wants them to succeed, and those things are still small tasks...
cool. but please don't use more than 2 cores for performance improving, because i don't have more of them :p
Why do you care? The overhead of having a few more threads isn't particularly noticable.