Can Gorge Tunnels have the same anti-lag that was given to Phase gates? It sucks when you pop out of a tunnel and have already lost a lot of hp before you can even see what's going on.
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
OR when i press my skulk face against the butthole exit for 6 seconds before it finally lets me pass through its bowels into the world as tunnel feces.
i know the exact feeling it takes like over an entire second to render the room you pop out in, then all the marines and other entitys so by the time u see anything you are already dead
I'd rather see entering as bothersom. Ohh how many times did my Gorge die right inside the tunnel, because I was shot standing on the entrance like a practice target.
OR when i press my skulk face against the butthole exit for 6 seconds before it finally lets me pass through its bowels into the world as tunnel feces.
The same can be said when waiting to be sucked into the butthole as well. Poor gorgies don't stand a chance.
BeigeAlertTexasJoin Date: 2013-08-08Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
It seems to me that the big issue is the game just not loading what's at the other end of the tunnel... until you're THERE! Why not make the game START loading the necessary data while you're in the tunnel? Same goes with phasegates: when you're standing near a phase gate, just have it also load what's at the other end of the phasegate.
It seems to me that the big issue is the game just not loading what's at the other end of the tunnel... until you're THERE! Why not make the game START loading the necessary data while you're in the tunnel? Same goes with phasegates: when you're standing near a phase gate, just have it also load what's at the other end of the phasegate.
I agree on the tunnels. The phasegates... would need testing. I wouldn't want to experience lag everytime I run past a pg.
It seems to me that the big issue is the game just not loading what's at the other end of the tunnel... until you're THERE! Why not make the game START loading the necessary data while you're in the tunnel? Same goes with phasegates: when you're standing near a phase gate, just have it also load what's at the other end of the phasegate.
One issue that is pretty disorienting too, is that when you go out of the tunnel, you do not face the direction you should face, the game change your view AFTER you are out of the tunnel.
It seems to me that the big issue is the game just not loading what's at the other end of the tunnel... until you're THERE! Why not make the game START loading the necessary data while you're in the tunnel? Same goes with phasegates: when you're standing near a phase gate, just have it also load what's at the other end of the phasegate.
My PC is equipped with a SSD. It doesn't change anything. There is still a lag when you exit a tunnel, somehow.
It seems to me that the big issue is the game just not loading what's at the other end of the tunnel... until you're THERE! Why not make the game START loading the necessary data while you're in the tunnel? Same goes with phasegates: when you're standing near a phase gate, just have it also load what's at the other end of the phasegate.
My PC is equipped with a SSD. It doesn't change anything. There is still a lag when you exit a tunnel, somehow.
I'd rather see entering as bothersom. Ohh how many times did my Gorge die right inside the tunnel, because I was shot standing on the entrance like a practice target.
I wonder if it would be feasible to initiate entrance to the tunnel by looking at it rather than waiting.
It seems to me that the big issue is the game just not loading what's at the other end of the tunnel... until you're THERE! Why not make the game START loading the necessary data while you're in the tunnel? Same goes with phasegates: when you're standing near a phase gate, just have it also load what's at the other end of the phasegate.
My PC is equipped with a SSD. It doesn't change anything. There is still a lag when you exit a tunnel, somehow.
I think it's more to do with how the network traffic is handled, not anything being loaded client side. That's just a guess though, I'm not a programmer.
I wonder if it would be feasible to initiate entrance to the tunnel by looking at it rather than waiting.
There is still the entrance lag for a second or two + sucking animation
Which makes sense, if you're just passing over the tunnel and don't wan't to get in. That could be solved, if you could press "E" to get in immediately. (And destroy tunnel with "G" or something).
I wonder if it would be feasible to initiate entrance to the tunnel by looking at it rather than waiting.
There is still the entrance lag for a second or two + sucking animation
Which makes sense, if you're just passing over the tunnel and don't wan't to get in. That could be solved, if you could press "E" to get in immediately. (And destroy tunnel with "G" or something).
I think they meant looking down into the tunnel, not just looking it its general direction.
I had suggested pre-loading the level assets of a tunnel/gate endpoint as you approach the exit, but that post went ignored I believe. (Some time ago too, early 2012ish?)
The occlusion culling map is there to be called ahead of time. The game could even dynamically approximate your system's data transfer time, and pre-load the exit assets within a certain area of proximity to a tunnel/gate exit. This can all be done. Of course, the amount of work required to make such an addition/change is based purely on the current structure.
Though, as always, there are more important things that would reap larger player base-building benefits, but I think you have to play the game to understand the value of such things, and since our dev team has been in a work rush for the entirety of development, they simply have not developed an understanding of the game the upper 50% of the player base has.
It seems to me that the big issue is the game just not loading what's at the other end of the tunnel... until you're THERE! Why not make the game START loading the necessary data while you're in the tunnel? Same goes with phasegates: when you're standing near a phase gate, just have it also load what's at the other end of the phasegate.
My PC is equipped with a SSD. It doesn't change anything. There is still a lag when you exit a tunnel, somehow.
Lag compensation.
i wouldn't say that. It look like a "sync" with server telling my client where everything is.
It seems to me that the big issue is the game just not loading what's at the other end of the tunnel... until you're THERE! Why not make the game START loading the necessary data while you're in the tunnel? Same goes with phasegates: when you're standing near a phase gate, just have it also load what's at the other end of the phasegate.
They already do...when do you think phasing to same gate happened? When phase gates because a predicted action.
Comments
However it'd be nice to not have to
I agree on the tunnels. The phasegates... would need testing. I wouldn't want to experience lag everytime I run past a pg.
My PC is equipped with a SSD. It doesn't change anything. There is still a lag when you exit a tunnel, somehow.
Lag compensation.
I wonder if it would be feasible to initiate entrance to the tunnel by looking at it rather than waiting.
I think it's more to do with how the network traffic is handled, not anything being loaded client side. That's just a guess though, I'm not a programmer.
Which makes sense, if you're just passing over the tunnel and don't wan't to get in. That could be solved, if you could press "E" to get in immediately. (And destroy tunnel with "G" or something).
I think they meant looking down into the tunnel, not just looking it its general direction.
I just had to share that with you.
Thank you so much for sharing.
The occlusion culling map is there to be called ahead of time. The game could even dynamically approximate your system's data transfer time, and pre-load the exit assets within a certain area of proximity to a tunnel/gate exit. This can all be done. Of course, the amount of work required to make such an addition/change is based purely on the current structure.
Though, as always, there are more important things that would reap larger player base-building benefits, but I think you have to play the game to understand the value of such things, and since our dev team has been in a work rush for the entirety of development, they simply have not developed an understanding of the game the upper 50% of the player base has.
i wouldn't say that. It look like a "sync" with server telling my client where everything is.