nice to see some actual info about the patch changes
Matthew Craig, on 23 January 2013 - 02:26 PM, said:
We appreciate there are those that may want to know the gritty details though for most users it would just be jargon or worse just creates a lot of confusion and arguments on the forums.
the people who consider it just jargon will skim over it and ignore it. there's no harm in having more detailed patch notes; if anything the ninja patch changes were one of the big reasons pgi often seems so out of touch.
it doesn't take a genius to figure out the appropriate detail to be informative but not confusing. game balance issues are easy enough, and there really shouldn't ever be a game balance change not explicitly noted in patch notes. game engine changes, sure few people will care exactly how many lines of code were inserted where, but a short sentence about what was changed to address what end-user experience issue suffices nicely. for example
Matthew Craig, on 23 January 2013 - 02:56 PM, said:
The CryEngine fix refers to what most users are seeing in the reduced lag shield. It reduces some latency that the engine was adding in the network layer essentially delaying the sending of client packets. This means the lag shield issue 'feels' better as your getting more updates meaning the Mechs positions don't get time to drift as far.
The memory leaks were related to Mechlab, technically the main one isn't a leak. What was happening was that when switching between Mechs VRAM was being allocated and dereferenced when you switched to another Mech but it only gets truly freed upon a level load, so if you switched around a lot of Mechs in the Mechlab you could generate high VRAM consumption. We added a flush after every Mech switch to ensure it's cleaned up properly.
is great, the kind of info people wish they had every time a patch is released, but is probably too much to put for every change in the patch notes. but a simple "cryengine fix to reduce latency issues and reduce lagshield" or "memory flush to address excessive memory use when switching mechs" tells us a lot more than "- Fixed some issues with CryEngine"