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BobGhengisKhan
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Posted - 2004.07.29 01:24:00 -
[181]
Edited by: BobGhengisKhan on 29/07/2004 01:28:57 We know the turrets dont show up at long range, which saves some polys, and it looks like some textures also change (might just be NPCs though, I'm not sure atm), but do the main ship hull polys actually scale down with range? And if they do at all, how many levels of detail are there? Is it the same at 80k as it is at 350?
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BobGhengisKhan
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Posted - 2004.07.29 01:24:00 -
[182]
Edited by: BobGhengisKhan on 29/07/2004 01:28:57 We know the turrets dont show up at long range, which saves some polys, and it looks like some textures also change (might just be NPCs though, I'm not sure atm), but do the main ship hull polys actually scale down with range? And if they do at all, how many levels of detail are there? Is it the same at 80k as it is at 350?
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BobGhengisKhan
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Posted - 2004.07.29 01:24:00 -
[183]
Edited by: BobGhengisKhan on 29/07/2004 01:28:57 We know the turrets dont show up at long range, which saves some polys, and it looks like some textures also change (might just be NPCs though, I'm not sure atm), but do the main ship hull polys actually scale down with range? And if they do at all, how many levels of detail are there? Is it the same at 80k as it is at 350?
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CCP Hammerhead
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Posted - 2004.07.29 04:19:00 -
[184]
Originally by: Darkwolf So, the only Dev response to 5 pages of people's genuine concerns and requests for the ability to adjust game detail is a threat?
Way to go getting your customers on-side. Bravo.
That's not true. It was talked about in the CSM chat and the latest dev blog is about this very issue. They've created a special task force and have the top devs working on it.
Related Blog
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CCP Hammerhead
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Posted - 2004.07.29 04:19:00 -
[185]
Originally by: Darkwolf So, the only Dev response to 5 pages of people's genuine concerns and requests for the ability to adjust game detail is a threat?
Way to go getting your customers on-side. Bravo.
That's not true. It was talked about in the CSM chat and the latest dev blog is about this very issue. They've created a special task force and have the top devs working on it.
Related Blog
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CCP Hammerhead
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Posted - 2004.07.29 04:19:00 -
[186]
Originally by: Darkwolf So, the only Dev response to 5 pages of people's genuine concerns and requests for the ability to adjust game detail is a threat?
Way to go getting your customers on-side. Bravo.
That's not true. It was talked about in the CSM chat and the latest dev blog is about this very issue. They've created a special task force and have the top devs working on it.
Related Blog
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Xavier Arron
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Posted - 2004.07.29 16:08:00 -
[187]
Yay
What ever the problem is, here's hoping the problem can be solved once and for all, and that large scale fleet battles will be possible at last 
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Xavier Arron
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Posted - 2004.07.29 16:08:00 -
[188]
Yay
What ever the problem is, here's hoping the problem can be solved once and for all, and that large scale fleet battles will be possible at last 
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Xavier Arron
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Posted - 2004.07.29 16:08:00 -
[189]
Yay
What ever the problem is, here's hoping the problem can be solved once and for all, and that large scale fleet battles will be possible at last 
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Darkwolf
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Posted - 2004.07.30 06:50:00 -
[190]
Originally by: BH Hammerhead That's not true. It was talked about in the CSM chat and the latest dev blog is about this very issue. They've created a special task force and have the top devs working on it.
Great to hear, I'm looking forward to seeing the results. It was just disappointing to see the first Dev reply in this thread be so negative.
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Darkwolf
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Posted - 2004.07.30 06:50:00 -
[191]
Originally by: BH Hammerhead That's not true. It was talked about in the CSM chat and the latest dev blog is about this very issue. They've created a special task force and have the top devs working on it.
Great to hear, I'm looking forward to seeing the results. It was just disappointing to see the first Dev reply in this thread be so negative.
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Darkwolf
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Posted - 2004.07.30 06:50:00 -
[192]
Originally by: BH Hammerhead That's not true. It was talked about in the CSM chat and the latest dev blog is about this very issue. They've created a special task force and have the top devs working on it.
Great to hear, I'm looking forward to seeing the results. It was just disappointing to see the first Dev reply in this thread be so negative.
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Serilla
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Posted - 2004.07.30 07:58:00 -
[193]
Originally by: Darkwolf
Originally by: BH Hammerhead That's not true. It was talked about in the CSM chat and the latest dev blog is about this very issue. They've created a special task force and have the top devs working on it.
Great to hear, I'm looking forward to seeing the results. It was just disappointing to see the first Dev reply in this thread be so negative.
Lol Sure we wont see any kind of results for a long while if ever. Im still waiting for results from "Papa smurf" about the lottery situation. the thing where people were getting lucking and getting two or more of the super rare interceptor bpo's. Not even going to list anything else that we have been waiting on, no point.
I know i harp on the forums about this every once in a while. But just seems like in the year that eve has been out not crap has been done besides the castor patch. Nothing that seems like it would take over a year for however many programers they have. 
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Serilla
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Posted - 2004.07.30 07:58:00 -
[194]
Originally by: Darkwolf
Originally by: BH Hammerhead That's not true. It was talked about in the CSM chat and the latest dev blog is about this very issue. They've created a special task force and have the top devs working on it.
Great to hear, I'm looking forward to seeing the results. It was just disappointing to see the first Dev reply in this thread be so negative.
Lol Sure we wont see any kind of results for a long while if ever. Im still waiting for results from "Papa smurf" about the lottery situation. the thing where people were getting lucking and getting two or more of the super rare interceptor bpo's. Not even going to list anything else that we have been waiting on, no point.
I know i harp on the forums about this every once in a while. But just seems like in the year that eve has been out not crap has been done besides the castor patch. Nothing that seems like it would take over a year for however many programers they have. 
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Serilla
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Posted - 2004.07.30 07:58:00 -
[195]
Originally by: Darkwolf
Originally by: BH Hammerhead That's not true. It was talked about in the CSM chat and the latest dev blog is about this very issue. They've created a special task force and have the top devs working on it.
Great to hear, I'm looking forward to seeing the results. It was just disappointing to see the first Dev reply in this thread be so negative.
Lol Sure we wont see any kind of results for a long while if ever. Im still waiting for results from "Papa smurf" about the lottery situation. the thing where people were getting lucking and getting two or more of the super rare interceptor bpo's. Not even going to list anything else that we have been waiting on, no point.
I know i harp on the forums about this every once in a while. But just seems like in the year that eve has been out not crap has been done besides the castor patch. Nothing that seems like it would take over a year for however many programers they have. 
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iqplayer
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Posted - 2004.07.31 05:15:00 -
[196]
I've had an interesting experience recently that might shed a little light here.... I've been using a WD Raptor HD (you know, the 10k RPM ones) but recently had to switch it down to a 5400 RPM plain jane. I'd not noticed load lag much before (although I've never been in a huge battle). But after switching drives, my HD light runs for the entire time that I'm lagged upon jumping in, and my load times are 10x worse than they used to be. Now, perhaps it's unrelated, and the slow HD is creating it's own problem, but has anyone else noticed the difference? Perhaps someone with a very large amount of system ram could copy Eve to a Ramdrive and see if load times changed substantially? Perhaps the problem is not loading the models across the AGP bus, but rather loading them from the Resource files......
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iqplayer
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Posted - 2004.07.31 05:15:00 -
[197]
I've had an interesting experience recently that might shed a little light here.... I've been using a WD Raptor HD (you know, the 10k RPM ones) but recently had to switch it down to a 5400 RPM plain jane. I'd not noticed load lag much before (although I've never been in a huge battle). But after switching drives, my HD light runs for the entire time that I'm lagged upon jumping in, and my load times are 10x worse than they used to be. Now, perhaps it's unrelated, and the slow HD is creating it's own problem, but has anyone else noticed the difference? Perhaps someone with a very large amount of system ram could copy Eve to a Ramdrive and see if load times changed substantially? Perhaps the problem is not loading the models across the AGP bus, but rather loading them from the Resource files......
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iqplayer
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Posted - 2004.07.31 05:15:00 -
[198]
I've had an interesting experience recently that might shed a little light here.... I've been using a WD Raptor HD (you know, the 10k RPM ones) but recently had to switch it down to a 5400 RPM plain jane. I'd not noticed load lag much before (although I've never been in a huge battle). But after switching drives, my HD light runs for the entire time that I'm lagged upon jumping in, and my load times are 10x worse than they used to be. Now, perhaps it's unrelated, and the slow HD is creating it's own problem, but has anyone else noticed the difference? Perhaps someone with a very large amount of system ram could copy Eve to a Ramdrive and see if load times changed substantially? Perhaps the problem is not loading the models across the AGP bus, but rather loading them from the Resource files......
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Spec 593357629
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Posted - 2004.08.03 08:14:00 -
[199]
Thats a very good point it would expalin the lag across platforms. i have a feeling that if might also be the nodes i dont know the server setups but i think they run sort-of a 1 solarsystem per server thing right.
now i remeber wa back ccp played with the empire transit routes because of lagg in high traffic areas. if all servers are running on same bandwidth then it is possible that one "cluster" has difficulty comunicating with soo meny clients at once 200+ players is much more that the normal load in a system ant any given time. this would also take allot of resorces just to process the network code how meny games do you know of that have 200+ ppl on one server one possiblitly is trying to work the network code iin a similar was as "Bit torrent" where clients share bandwidth heers a linky if youur interestid http://bitconjurer.org/BitTorrent/introduction.html
PS im just curious how does test server work anyways ive olny logged on once i dont understand how it works looks liike the normall game but with no players is ther like a "console" so that you can test out ship setups and combat ?? combat:Your Civilian Gatling Rail Gun hits Amarr Sentry Gun, doing 0.2 damage.
Something to listen to while mineing |

Spec 593357629
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Posted - 2004.08.03 08:14:00 -
[200]
Thats a very good point it would expalin the lag across platforms. i have a feeling that if might also be the nodes i dont know the server setups but i think they run sort-of a 1 solarsystem per server thing right.
now i remeber wa back ccp played with the empire transit routes because of lagg in high traffic areas. if all servers are running on same bandwidth then it is possible that one "cluster" has difficulty comunicating with soo meny clients at once 200+ players is much more that the normal load in a system ant any given time. this would also take allot of resorces just to process the network code how meny games do you know of that have 200+ ppl on one server one possiblitly is trying to work the network code iin a similar was as "Bit torrent" where clients share bandwidth heers a linky if youur interestid http://bitconjurer.org/BitTorrent/introduction.html
PS im just curious how does test server work anyways ive olny logged on once i dont understand how it works looks liike the normall game but with no players is ther like a "console" so that you can test out ship setups and combat ?? combat:Your Civilian Gatling Rail Gun hits Amarr Sentry Gun, doing 0.2 damage.
Something to listen to while mineing |
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Spec 593357629
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Posted - 2004.08.03 08:14:00 -
[201]
Thats a very good point it would expalin the lag across platforms. i have a feeling that if might also be the nodes i dont know the server setups but i think they run sort-of a 1 solarsystem per server thing right.
now i remeber wa back ccp played with the empire transit routes because of lagg in high traffic areas. if all servers are running on same bandwidth then it is possible that one "cluster" has difficulty comunicating with soo meny clients at once 200+ players is much more that the normal load in a system ant any given time. this would also take allot of resorces just to process the network code how meny games do you know of that have 200+ ppl on one server one possiblitly is trying to work the network code iin a similar was as "Bit torrent" where clients share bandwidth heers a linky if youur interestid http://bitconjurer.org/BitTorrent/introduction.html
PS im just curious how does test server work anyways ive olny logged on once i dont understand how it works looks liike the normall game but with no players is ther like a "console" so that you can test out ship setups and combat ?? combat:Your Civilian Gatling Rail Gun hits Amarr Sentry Gun, doing 0.2 damage.
Something to listen to while mineing |

Bobby Wilson
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Posted - 2004.08.03 18:14:00 -
[202]
Originally by: iqplayer I've had an interesting experience recently that might shed a little light here.... I've been using a WD Raptor HD (you know, the 10k RPM ones) but recently had to switch it down to a 5400 RPM plain jane. I'd not noticed load lag much before (although I've never been in a huge battle). But after switching drives, my HD light runs for the entire time that I'm lagged upon jumping in, and my load times are 10x worse than they used to be. Now, perhaps it's unrelated, and the slow HD is creating it's own problem, but has anyone else noticed the difference? Perhaps someone with a very large amount of system ram could copy Eve to a Ramdrive and see if load times changed substantially? Perhaps the problem is not loading the models across the AGP bus, but rather loading them from the Resource files......
Did you check your virtual memory? The client's still got huge memory issues, so you may just be caching like crazy, which in a slower HD= constant running.
BW
Originally by: Selim
Cool, congrats.
Oh, stupid idea by the way.
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Bobby Wilson
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Posted - 2004.08.03 18:14:00 -
[203]
Originally by: iqplayer I've had an interesting experience recently that might shed a little light here.... I've been using a WD Raptor HD (you know, the 10k RPM ones) but recently had to switch it down to a 5400 RPM plain jane. I'd not noticed load lag much before (although I've never been in a huge battle). But after switching drives, my HD light runs for the entire time that I'm lagged upon jumping in, and my load times are 10x worse than they used to be. Now, perhaps it's unrelated, and the slow HD is creating it's own problem, but has anyone else noticed the difference? Perhaps someone with a very large amount of system ram could copy Eve to a Ramdrive and see if load times changed substantially? Perhaps the problem is not loading the models across the AGP bus, but rather loading them from the Resource files......
Did you check your virtual memory? The client's still got huge memory issues, so you may just be caching like crazy, which in a slower HD= constant running.
BW
Originally by: Selim
Cool, congrats.
Oh, stupid idea by the way.
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Bobby Wilson
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Posted - 2004.08.03 18:14:00 -
[204]
Originally by: iqplayer I've had an interesting experience recently that might shed a little light here.... I've been using a WD Raptor HD (you know, the 10k RPM ones) but recently had to switch it down to a 5400 RPM plain jane. I'd not noticed load lag much before (although I've never been in a huge battle). But after switching drives, my HD light runs for the entire time that I'm lagged upon jumping in, and my load times are 10x worse than they used to be. Now, perhaps it's unrelated, and the slow HD is creating it's own problem, but has anyone else noticed the difference? Perhaps someone with a very large amount of system ram could copy Eve to a Ramdrive and see if load times changed substantially? Perhaps the problem is not loading the models across the AGP bus, but rather loading them from the Resource files......
Did you check your virtual memory? The client's still got huge memory issues, so you may just be caching like crazy, which in a slower HD= constant running.
BW
Originally by: Nervar We allready play EvE wich by definition allready makes us the most patient people on the planet.
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Chepe Nolon
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Posted - 2004.08.04 12:37:00 -
[205]
I had 512Mb b.e (before eve). But after watching the perfmon displaying a minimum of 640Mb of memory usage, I bough me 1Gb of ram and gave the other away. Helped a lot when starting up and shutting down eve. But I still have a lot of lag when entering belts, approaching gates etc. And the strange thing is that I think it's gotten worse after the last patch. (Note: "I think"!).
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Chepe Nolon
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Posted - 2004.08.04 12:37:00 -
[206]
I had 512Mb b.e (before eve). But after watching the perfmon displaying a minimum of 640Mb of memory usage, I bough me 1Gb of ram and gave the other away. Helped a lot when starting up and shutting down eve. But I still have a lot of lag when entering belts, approaching gates etc. And the strange thing is that I think it's gotten worse after the last patch. (Note: "I think"!).
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Chepe Nolon
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Posted - 2004.08.04 12:37:00 -
[207]
I had 512Mb b.e (before eve). But after watching the perfmon displaying a minimum of 640Mb of memory usage, I bough me 1Gb of ram and gave the other away. Helped a lot when starting up and shutting down eve. But I still have a lot of lag when entering belts, approaching gates etc. And the strange thing is that I think it's gotten worse after the last patch. (Note: "I think"!).
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kurg
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Posted - 2004.08.05 08:11:00 -
[208]
I didnt go through all the posts here, but I had been wondering since I first started playing eve long ago.:
The fact that ships (most noteable when approaching concord) pop into existance (ie: go from just a cross to a full model), instead of some smoother transition, it does seem like the client uses no LOD which is a huge waste, in reality you would rarely need to have more than a couple of ships at full res, the rest could be sufficiently rendered using just a few polygons. Im not too familiar with directX (m$ yuk barf ,,,,) but in Opengl you can you can instance geometry ie: just hold one of each 'model-shape' in memory and render it multiple times, possibly with different texturing. Id think directx has the same feature, by using this recent gfx cards would be able to hold most if not all ship designs in gfx mem permanently.
About the option of turning off rendering of ships, Id have to say I think its crap, one of the reasons why I really like eve is its graphical design, if we end up having to turn it all to nothing to be able to play it successfully then .....
even the paranoid has real enemies...
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kurg
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Posted - 2004.08.05 08:11:00 -
[209]
I didnt go through all the posts here, but I had been wondering since I first started playing eve long ago.:
The fact that ships (most noteable when approaching concord) pop into existance (ie: go from just a cross to a full model), instead of some smoother transition, it does seem like the client uses no LOD which is a huge waste, in reality you would rarely need to have more than a couple of ships at full res, the rest could be sufficiently rendered using just a few polygons. Im not too familiar with directX (m$ yuk barf ,,,,) but in Opengl you can you can instance geometry ie: just hold one of each 'model-shape' in memory and render it multiple times, possibly with different texturing. Id think directx has the same feature, by using this recent gfx cards would be able to hold most if not all ship designs in gfx mem permanently.
About the option of turning off rendering of ships, Id have to say I think its crap, one of the reasons why I really like eve is its graphical design, if we end up having to turn it all to nothing to be able to play it successfully then .....
even the paranoid has real enemies...
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kurg
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Posted - 2004.08.05 08:11:00 -
[210]
I didnt go through all the posts here, but I had been wondering since I first started playing eve long ago.:
The fact that ships (most noteable when approaching concord) pop into existance (ie: go from just a cross to a full model), instead of some smoother transition, it does seem like the client uses no LOD which is a huge waste, in reality you would rarely need to have more than a couple of ships at full res, the rest could be sufficiently rendered using just a few polygons. Im not too familiar with directX (m$ yuk barf ,,,,) but in Opengl you can you can instance geometry ie: just hold one of each 'model-shape' in memory and render it multiple times, possibly with different texturing. Id think directx has the same feature, by using this recent gfx cards would be able to hold most if not all ship designs in gfx mem permanently.
About the option of turning off rendering of ships, Id have to say I think its crap, one of the reasons why I really like eve is its graphical design, if we end up having to turn it all to nothing to be able to play it successfully then .....
even the paranoid has real enemies...
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