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Has Pgi Solved Or Found A Workaround For Those "engine Limitations" Yet?


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#1 GingerBang

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Posted 06 July 2013 - 10:45 AM

Things like the lack of any advanced zoom. Has PGI said anything since like, last august when they said they would look for alternatives? Do they just plan on leaving it gimped?



Alternatively, has anyone heard anything about the engine restraints for cryengine 3? It seems a foolish thing to me to release a mechwarrior game, in which there is a hard speed cap at 150kph, that kind of gimps a HUGE selection of mechs. I mean, even the Locust, what a waste of time that will be if they can't even add MASC to the game because they can't make the engine work with real battletech speeds.



Has PGI mentioned these issues at all in the past year, or any of the other engine problems, like the uber resource whoring mini-map? I really want there to be a good mechwarrior game to play, but what is even the point of almost all the light mechs if literally everything in the game is capped at 150kph.

Edited by GingerBang, 06 July 2013 - 10:48 AM.


#2 superteds

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Posted 06 July 2013 - 10:49 AM

potato

#3 Odins Fist

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Posted 06 July 2013 - 10:57 AM

Working as intended.

#4 Unbound Inferno

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Posted 06 July 2013 - 10:58 AM

The answer is NO as PGI doesn't have any real way to improve the internet as a whole to allow the faster speeds to be actually useable.

#5 Galenit

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Posted 06 July 2013 - 11:33 AM

View PostUnbound Inferno, on 06 July 2013 - 10:58 AM, said:

The answer is NO as PGI doesn't have any real way to improve the internet as a whole to allow the faster speeds to be actually useable.

Do you have ever played Tribes 2 or the F2P Tribes Asc.?
Around 200kph is normal for a light to sustain, you can go up to near 300 ...
Its not the internet, its the devs or the engine ...

Edited by Galenit, 06 July 2013 - 11:37 AM.


#6 Chavette

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Posted 06 July 2013 - 11:35 AM

Its a logical move to have minor issues that require huge engine changes on low priority.

#7 CancR

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Posted 06 July 2013 - 12:03 PM

These guys helped to bring us the genius that was Duke Nukem Forever. Show some respect.

#8 Tarrasque

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Posted 06 July 2013 - 12:04 PM

For the record, the advanced zoom mode is said to be something that will come along with DX11, as far as I recall.

I may have missed the implementation of it, but I think thats still to come?

#9 20k

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Posted 06 July 2013 - 12:05 PM

View PostGalenit, on 06 July 2013 - 11:33 AM, said:

Do you have ever played Tribes 2 or the F2P Tribes Asc.?
Around 200kph is normal for a light to sustain, you can go up to near 300 ...
Its not the internet, its the devs or the engine ...


Frankly yes, its the developers fault. The server should be able to figure out where player X thought player Y when player X fired a PPC. It should be able to say "Did the PPC hit the bloke from his perspective if i work out where everyone was on his game at that time?". Something is wrong with HSR, because that's what its meant to do. Basically, PGI have just gotta fix whatever is wrong with the hit detection, because at the moment its *something*

Hit detection should work up to an arbitrarily high ping. I suspect the 250 figure is in place at the moment because it doesn't work properly, and the devs know that

#10 Farix

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Posted 06 July 2013 - 12:40 PM

View PostCancR, on 06 July 2013 - 12:03 PM, said:

These guys helped to bring us the genius that was Duke Nukem Forever. Show some respect.

I know that a lot of players try to old PGI as the party responsible for why DNF was so bad. However, PGI's role in DNF was rather minor. They were given a bad task (tacking on mutiplayer because all games have mutiplayer now days) and did the best they could.

#11 Farix

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Posted 06 July 2013 - 12:43 PM

View PostTarrasque, on 06 July 2013 - 12:04 PM, said:

For the record, the advanced zoom mode is said to be something that will come along with DX11, as far as I recall.

I may have missed the implementation of it, but I think thats still to come?

I thought PiP was something that CryEngine couldn't do.

#12 Sephlock

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Posted 06 July 2013 - 12:45 PM

They're working on them.

#13 Strum Wealh

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Posted 06 July 2013 - 02:33 PM

View PostFarix, on 06 July 2013 - 12:43 PM, said:

I thought PiP was something that CryEngine couldn't do.

Indeed.

View PostStrum Wealh, on 02 December 2012 - 06:04 AM, said:

Here are two threads about CryEngine3's "multiple viewports" problems from Crydev.net:
1.) "How to add a rear view mirror window to my CE3 racing game?"
2.) "Problems with Multiple Viewports/Splitscreen/IRender"

Evidently, CE3 doesn't do multiple viewports (as would be the case if a feed from a rear-view camera were being shown on an in-cockpit monitor) very well.
Even stereoscopic views (along other dual-camera work) has issues in CE3.

So, lack of rear-view is largely a result of an issue with the engine's limitations, and is unlikely to be added to MWO until the underlying issues with CE3 are addressed by CryTek.

Basically, anything PIP-like is unlikely to happen until CryTek addresses the issue.

#14 Unbound Inferno

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Posted 06 July 2013 - 02:34 PM

View PostGalenit, on 06 July 2013 - 11:33 AM, said:

Do you have ever played Tribes 2 or the F2P Tribes Asc.?
Around 200kph is normal for a light to sustain, you can go up to near 300 ...
Its not the internet, its the devs or the engine ...

No, but I bet its a different graphics and mechanics requirements for the game. Probably different basic program engine too, so different problems and different solutions.

#15 Vassago Rain

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Posted 06 July 2013 - 02:39 PM

View PostFarix, on 06 July 2013 - 12:43 PM, said:

I thought PiP was something that CryEngine couldn't do.



This is a lie. EVery single scope in crysis 2 and 3 is a PiP.

#16 KhanHeir

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Posted 06 July 2013 - 02:42 PM

View PostStrum Wealh, on 06 July 2013 - 02:33 PM, said:

Indeed.

Basically, anything PIP-like is unlikely to happen until CryTek addresses the issue.



Do you want me to grab Vassago with all of his Crysis 3 pip images?

#17 Sephlock

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Posted 06 July 2013 - 03:43 PM

View PostKhanHeir, on 06 July 2013 - 02:42 PM, said:




Do you want me to grab Vassago with all of his Crysis 3 pip images?
Yes please.

#18 Strum Wealh

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Posted 06 July 2013 - 05:33 PM

View PostKhanHeir, on 06 July 2013 - 02:42 PM, said:

Do you want me to grab Vassago with all of his Crysis 3 pip images?

If he's got video of a functional multiple viewport setup in (specifically) CE3, sure; a still image (which is much more easily doctored) doesn't mean as much. :D

#19 xenoglyph

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Posted 06 July 2013 - 11:33 PM

View Post20k, on 06 July 2013 - 12:05 PM, said:

Hit detection should work up to an arbitrarily high ping. I suspect the 250 figure is in place at the moment because it doesn't work properly, and the devs know that


They have to set the limit somewhere. If the limit is 500ms for instance then the game server has to cache 500ms of history. Stored as raw bytes I don't imagine it would be a lot of memory to just keep the entire match cached, however, when you take into consideration OO design concepts, it's very difficult for us on the outside to judge what the performance impact would be to cache all that data. Also, supporting really high pings would create more situations where HSR doesn't appear to be seamless to all observers. Some people would make it behind cover but still get shot, etc. So having the limit remain a reasonable value helps with immersion.

#20 KhanHeir

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Posted 06 July 2013 - 11:48 PM

View PostStrum Wealh, on 06 July 2013 - 05:33 PM, said:

If he's got video of a functional multiple viewport setup in (specifically) CE3, sure; a still image (which is much more easily doctored) doesn't mean as much. :D






Posted Image

This ones my favorite, minimum settings

Posted Image



In B4 no one knows what PiP is or blames crytek.





The saddest and funniest part about MWO is the Atlas is roughly the size of nanosuit soldiers in Crysis yet we still have the lamest visuals, maps, scale and everything else.

Edited by KhanHeir, 06 July 2013 - 11:55 PM.






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