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Hrm.. Another Thought On 'fixing' Convergence.


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#1 Foxfire

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Posted 12 July 2013 - 08:41 AM

Instead of having weapons converge on a point, make them converge on a circumference of a circle.

This circle should be projected along the target line following the target cursor(and the circle in the case of the arm recital).The head weapon goes to the top of the circle, the arm mounted weapons converge on the sides, and the side torso converge on the center.

The effect of this, once the proper circle size is determined) would be that short to mid range fire can still be done with a high degree of accuracy but long range(e.g. sniping) will become more difficult because alpha strikes won't be able to pinpoint on one component at range.

#2 Foxfire

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Posted 13 July 2013 - 04:04 AM

So now that Paul has apparently stated that they aren't going to fix convergence because of the time and resources that it would take... a fix like this would allow for the issues with convergence to be addressed without throwing a massive amount of resources at it, without risking sync issues due to latency, and without introducing a RNG aspect to the game.. all issues that was stated was an issue with changing convergence.

#3 Ralgas

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Posted 13 July 2013 - 04:38 AM

Find the quote before you read into it :-

Quote

Answer from Paul: Weapon convergence is a tough nut to crack. We want to keep the number of random “dice rolls” to a minimum, and network synchronization can become unpredictable when trying to determine a convergence point that may or may not be moving. It will be necessary to make the convergence point calculation server authoritive and that can cause a desync due to the fact that the simulation runs at different frequencies on the server and client.

While this is something we’ve wanted for a while, it’s becoming more and more apparent that it is going to take some serious engineering time to address. Currently, the engineers who would be working on this are already tasked with other high priority features and investigations. Pulling them off their current schedule will have both short and long term negative effects on the game as a whole, so the chances are very low that they will be able to address convergence any time soon. Convergence will always be something we will keep on the drawing board but as to when it can be tackled is not known at this time.

Regarding the weapon convergence skill in the Pilot Tree, we will be implementing something else in that spot in the near future.


It's not "no we aren't going to", it's "sorry we have more pressing priorities for that engineering team"

Edited by Ralgas, 13 July 2013 - 04:39 AM.


#4 The Cheese

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Posted 13 July 2013 - 04:43 AM

View PostFoxfire, on 13 July 2013 - 04:04 AM, said:

So now that Paul has apparently stated that they aren't going to fix convergence because of the time and resources that it would take...

Link pls?

#5 Ralgas

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Posted 13 July 2013 - 04:59 AM

View PostThe Cheese, on 13 July 2013 - 04:43 AM, said:

Link pls?


it's what i quoted, part of a answer in ATD 42

Edited by Ralgas, 13 July 2013 - 05:00 AM.


#6 The pessimistic optimist

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Posted 13 July 2013 - 05:44 AM

View PostRalgas, on 13 July 2013 - 04:38 AM, said:

Find the quote before you read into it :-



It's not "no we aren't going to", it's "sorry we have more pressing priorities for that engineering team"


I had a feeling that convergence was a engine problem.

#7 Ralgas

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Posted 13 July 2013 - 06:14 AM

View PostSirSmokes, on 13 July 2013 - 05:44 AM, said:


I had a feeling that convergence was a engine problem.


more netcode and sync than engine if i'm reading that right. He's basically saying we could but hit registration would go even further to hell, which is something they appear to be working on along with the 12v12 upgrades right now instead(there were questions about ping/hit reg in the post test surveys) and need to stay on that to keep as close to schedules as they can

Edited by Ralgas, 13 July 2013 - 06:15 AM.


#8 MisterFiveSeven

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Posted 13 July 2013 - 06:24 AM

View PostRalgas, on 13 July 2013 - 04:38 AM, said:

It's not "no we aren't going to", it's "sorry we have more pressing priorities for that engineering team"


lol first in to scream 3PV!?

But seriously, I'm all for 3PV if it actually does the magical, mythical things the devs think it wil to the plaayer base...

Because if not, there will be nobody around to bask in the glory once they do get around to implementing convergence ^_^

Edited by MisterFiveSeven, 13 July 2013 - 06:26 AM.


#9 Kitane

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Posted 13 July 2013 - 07:02 AM

Yup, it makes sense.

Without convergence involved, the server has to deal with the position and orientation of the mech at the moment of the shot. The convergence can be easily computed on the server for that particular position at the time and it doesn't need any additional data.

If you put in the old style convergence, the complexity of the calculation required to rewind the game state grows significantly, especially since it's possible the server is not aware of the exact pixel-perfect flow of both aiming reticles before the shot was taken (that would produce massive amount of data for no reason)

The solution is not trivial at all, it might easily double or tripple the complexity of the current HSR, increase data flow between the client and the server and increase the load on the server who is trying to put these things together.

So I am not surprised it was delayed. It might be a critical issue for some, but it's not game stopping, many people are probably not even aware of it and PGI absolutely need to do finish other things before launch, features that are true game blockers like UI 2.0, new player experience, etc.

#10 Otto Cannon

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Posted 13 July 2013 - 03:40 PM

Fixed circle was my suggestion for a quick fix too. In the longer term DocBach's reticle plan would be similar but with an expanding/ contracting circle and more bells and whistles. I just hope the stopgap measures PGI use instead of divergence don't kill the game before they work out the technical issues.





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