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Solbright
Advanced Security And Asset Protection
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Posted - 2007.09.11 00:21:00 -
[61]
Edited by: Solbright on 11/09/2007 00:23:07
Oveur's new blog on Rev 3 and Trinity 2 doesn't indicate any attempt to solve stutter. Feeling a little depressed ... well, there is not much actually said beyond new features so I guess I shouldn't view that as nothing changed.
------ Vote for Low graphics client |
Grez
Minmatar Sybrite Inc.
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Posted - 2007.09.11 16:56:00 -
[62]
Originally by: Solbright Edited by: Solbright on 11/09/2007 00:23:07
Oveur's new blog on Rev 3 and Trinity 2 doesn't indicate any attempt to solve stutter. Feeling a little depressed ... well, there is not much actually said beyond new features so I guess I shouldn't view that as nothing changed.
ALL of the graphical rendering has now been moved off the CPU and onto the GPU, which means pretty much, if your getting stuttering, and it's graphics related, you should see a huge improvement with the new engine. That, or it'll indicate that your system has a problem with it's system bus being tied down with something. ---
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solbright altaltaltalt
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Posted - 2007.09.15 10:50:00 -
[63]
Originally by: Grez ALL of the graphical rendering has now been moved off the CPU and onto the GPU, which means pretty much, if your getting stuttering, and it's graphics related, you should see a huge improvement with the new engine. That, or it'll indicate that your system has a problem with it's system bus being tied down with something.
Eve certainly benefits alot from having hardware rendering so it's not really a software renderer. It may have started out that way but hasn't been so for some years me thinks.
At any rate, it's not the renderer per-se that I'm worried about as that's not what is causing stutter. Stutter is more an indirect issue. One example that is often quoted is that when a texture is loaded from the HDD the renderer might block on the loading and the display freezes as a result.
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solbright altalt
State War Academy
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Posted - 2007.09.30 03:24:00 -
[64]
After a little bit of incentive I decided to writeup a better description of how lag functions.
The only other tidbit I can think of atm is why rendering speed (framerate) is not a part of game mechanics. This primarily hinges around the earlier mentioned simulator in the client. Which decouples processing of game mechanics in the server from that in the client, freeing the client to continue predicting object motion somewhat independently of the server.
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Solbright altaltaltalt
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Posted - 2007.10.02 07:37:00 -
[65]
I just looked up some dictionary definitions for "lag". They are mostly example based but one thing does stand out - comparison to a reference. There is always something to compare against for an expectation, the difference is the lag.
So, my idea around feedback mechanics being the basis of lag was just one of many applications. Thanks go to Capn Hack for nudging me in the right direction there.
When it comes to 3D game framerates, the function is not defined like that. There is the user's expectation but that is not really a reference when you consider how the current crop of 3D renderer's are written.
Your average 3D renderer makes no attempt to achieve a target framerate. It just renders the whole frame in a buffer then pops that to the display and immediately starts work on the next frame with no restriction on how long that will take to complete. The objective is to finish the rendering at the defined detail and quality levels with the available objects.
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Solbright altaltaltalt
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Posted - 2007.10.07 02:07:00 -
[66]
A nasty little stutter that has become more notable this year is the first time the context menu is popped up in space. For some reason it freezes the display for a short period. If this happens when there is a lot happening then the freeze lasts longer. It's situations like this that can get badly out of hand. :(
I've occasionally checked if it could be a lag side effect (I've been proven wrong before.) but there is no indication of network traffic arriving prior to the menu being drawn up. It's looking like the problem is purely within the client! As unbelievable as that seems.
The whole situation with stutter is not really acceptable. I can safely say that if the next few months with Trinty2 and co don't make a decent dent in stutter I'll be done with Eve.
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Xaen
Caldari Caldari Provisions
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Posted - 2007.10.09 15:20:00 -
[67]
Originally by: Janya Rykayn Edited by: Janya Rykayn on 02/01/2007 13:32:33 One of the more unpleasant aspects of Eve gameplay is lag. Nobody would dispute that, least of all the devs.
One of the most unpleasant aspects of lag is the fact that it's not just the "perceived ticks" that lag, but the interface itself. In other words, I am unable to move windows. I'm unable to check item stats windows or do anything. I can't rotate the (frozen) camera and watch all the pretty eyecandy while I wait for the motion to resume.
If this one single thing could be corrected-- if the interface movement could be decoupled from network lags-- the entire gameplay experience would improve dramatically and the experienced lag would be vastly reduced for the end user.
In fact, if you were manipulating windows or looking at info screens during the lag, you might not even notice the hitch. But the fact that your windows freezes, that the entire application hitches, rubs the lag in your face and makes it impossible to ignore.
There is no reason why the entire client should freeze during lags. It makes no sense for the client UI to be locked while server communications are happening, especially since much of the game is written in a supposedly thread-friendly version of Python.
I respectfully urge the devs to read and consider this. If any further explanation is needed as to what I'm talking about, I'll be happy to provide it.
Thanks also for such an amazingly engrossing game as Eve.
Putting the client GUI in it's own thread separate from the network thread would accomplish this.
See the link in my sig.
CCP, see Model View Controller pattern plz. ----------- Support fixing the EVE UI |
solbright altalt
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Posted - 2007.10.22 00:23:00 -
[68]
Oops, I'm getting lazy, forgot to post the good news. A strong hint of a fix for the worst of stutter in Trinity: The expansion you have to see.
Quote: "It is, in fact, a brand new graphic engine, tuned and tweaked with everything from asynchronous resource loading to intelligent fallback mechanisms to give the best performance possible, and we're very proud of it."
The asynchronous resource loading should provide for much smoother framerates. :)
One thing of note is that this feature removes the need for prefetching of data from the HDD and presending of data from the servers. Makes the server coding simpler. Win-win all round. :)
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