Jump to content

- - - - -

Technical Update 07-Aug-2013 - Feedback


190 replies to this topic

#121 El Space Doctor

    Member

  • PipPipPip
  • 52 posts

Posted 08 August 2013 - 11:42 AM

Yup, on technical side, I went from around 50 fps to twenties, I've seen them low spike below 20 too. So personally I consider this currently unplayable thus I wont play it. Running 3,4 ghz quad, gtx 570.

#122 Braggart

    Member

  • PipPipPipPipPipPipPip
  • 638 posts

Posted 08 August 2013 - 11:45 AM

other than balance issues, which dont need to be gone through here.

The game has absolutely come a long way the last few months, i dont get any crashes or freezes anymore. No more minimap bugs, and performance has improved and less visual errors.

The hit registration is currently my biggest gripe. How stationary mechs can have damage not get applied is crazy, I'm no engineer so I can say it is an easy fix, it likely isnt.

Aside from gameplay, the game has been improving with every patch. GJ guys.

#123 mp00

    Member

  • PipPipPipPipPipPip
  • Civil Servant
  • 319 posts
  • Facebook: Link
  • LocationIn a bottle, Canada

Posted 08 August 2013 - 12:09 PM

Hi

I have to say this is more of the update, brief, patch, patch notes, idea, video, picture, screenshot, recipe, shopping list, announcement i wanted to see in the past few months.

To see that many of the issues that we know..or think we know.. are there and being looked at.. thank you.

The test servers are great and i hope you even rewind a bit towards closed beta and find a way to invite those who are both willing and have time available to go over there specific issues.. this passionate (and sometimes annoying) communtiy can be one of the most helpful (between complaints) find a way to use us more if you can.

having a hour 12 v 12 spider only drop to look at hit registration... more then a hour of that could make people to dizzy..

or another hour of those with FPS issues.. some of which probably be fixed with player advice towards software/hardware/accessory help..

endless possiblities.. i hope.. and i still believe in this game, the community and yes.. even you guys working on it ;)

#124 Urdnot Mau

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 501 posts

Posted 08 August 2013 - 12:26 PM

PGI really needs to do something about frame rate getting lower after patches. I start a match at 60 and i've seen it drop to 18.
I had a Notebook (i3) and i used to run at 12 4 months ago. It feels like my new desktop with a HD 7850 is just not enough to play this game.

#125 Kunae

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,303 posts

Posted 08 August 2013 - 12:55 PM

View PostUrdnot Mau, on 08 August 2013 - 12:26 PM, said:

PGI really needs to do something about frame rate getting lower after patches. I start a match at 60 and i've seen it drop to 18.
I had a Notebook (i3) and i used to run at 12 4 months ago. It feels like my new desktop with a HD 7850 is just not enough to play this game.

They're hotfixing in 5 minutes, to correct the fps thing.

#126 DisasterMedic

    Member

  • PipPipPipPipPip
  • 115 posts

Posted 08 August 2013 - 01:19 PM

View PostKunae, on 08 August 2013 - 12:55 PM, said:

They're hotfixing in 5 minutes, to correct the fps thing.


Now if only they'd hotfix 5 minutes after, to correctuninstall the Ghost Heat thing.

#127 ztac

    Member

  • PipPipPipPipPipPipPip
  • 624 posts

Posted 08 August 2013 - 01:23 PM

Hi , firstly thx for the info.

Secondly , with regards to the matchmaker:- is it going to take into account at any time Pick up groups vs pre-made groups?

When you use the tonnage will you also be taking into account loadouts, as some people can make very low damage mechs at a certain tonnage ... say 60 tons, whilst someone else may make a high damage mech. Also if people have the zoom module fitted it can give an advantage for shooting at range vs a player with no zoom.

And is there anywhere a player can see their Elo rating?

thanks in advance.

I still remain sceptical about your ability to deliver , and the fact that something as important as the matchmaker has been given so little thought. And a 'minor tweak' just will not resolve the problems encountered.

Edited by ztac, 09 August 2013 - 08:59 AM.


#128 JDH4mm3r

    Member

  • PipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 308 posts

Posted 08 August 2013 - 01:24 PM

View PostKunae, on 08 August 2013 - 07:18 AM, said:

I7-what?

If your CPU is running below 3.6Ghz, then your CPU is why your fps stinks. I have an I7-930, OC'd to 3.96Ghz, a pair of 10k rpm raptors, and a 680. I rarely drop below the 60fps that my monitor caps it at, and I'm running 1

View PostKunae, on 08 August 2013 - 07:18 AM, said:

I7-what?

If your CPU is running below 3.6Ghz, then your CPU is why your fps stinks. I have an I7-930, OC'd to 3.96Ghz, a pair of 10k rpm raptors, and a 680. I rarely drop below the 60fps that my monitor caps it at, and I'm running 1920x1200.


920x1200.

lol.....

I run a core i5 3570K with 8gigs of ram and an AMD Sapphire Radeon HD 7900...

Since december of 2012, the 60FPS has been unchanged.

#129 Angel of Annihilation

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Infernal
  • The Infernal
  • 8,881 posts

Posted 08 August 2013 - 01:26 PM

View PostBishop Steiner, on 07 August 2013 - 11:06 AM, said:

either PGI's frame rate indicator has been borked, Or or most of Beta i was playing between 20-30 FPS and never found it to affect my game play that I am aware of. Or would it somehow double my uber badassery to have 60 fps?

I mean cinema has run on 24 fps for how long?


Actually once you hit 30 fps the gameplay is pretty smooth although higher fps will reduce eye strain. However at 29 and below, depending on sensitive you are to it, your eyes can start noticing stutter and missing frames. When you reach the low 20s it starts becoming really apparent and less than 20 is virtually unplayable.

Additionally, he is not only taking about the loss in FPS but also the loss in fidelity he is experiencing by having to reduce his grahpics setting to get playable frame rates. There is a pretty huge difference in how well the game looks at high vs low setting. Going from 60 fps at high to 30 fps at low is pretty huge.

#130 Morang

    Member

  • PipPipPipPipPipPipPipPip
  • 1,259 posts
  • LocationHeart of Darkness

Posted 08 August 2013 - 01:29 PM

I'm glad that we've got an update. Even though I'm not as satisifed with some aspects of the game performance as I should be according to all the glorification of PGI's successes in the update, I still appreciate this feed. Perhaps going to change my signature to something less straighforward and will have a discussion with support at last. AppHangB1 still haunts me heavily.

#131 Little Details

    Member

  • PipPipPipPipPip
  • Moderate Giver
  • 172 posts
  • LocationSt Louis, MO, USA

Posted 08 August 2013 - 02:47 PM

Just wanted to come in and say thanks for the detailed tech post. It really helps build a better community and makes your users feel more involved in the evolution.

#132 Primetimex

    Member

  • PipPipPipPipPipPip
  • The Bludgeon
  • The Bludgeon
  • 353 posts

Posted 08 August 2013 - 02:59 PM

My frame rate was a steady 60fps before 12v12 with all "Very High" details on running at 2560x1600 with Titan and i7 3770 - now with 12v12 i experienced severe dips in fps to the point where it is quite jerky especially in terra therma or when there's a lot of mechs on-screen

This is NOT what I call "progress", imagine what's it like for the rest of the players with lesser machine specs!

#133 AvatarofWhat

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 591 posts
  • LocationAntares

Posted 08 August 2013 - 03:01 PM

It worked great, my frames are better then ever! you guys rock!

edit- actually tlking about the hotfix, probably posted this in the wrong place?

Edited by AvatarofWhat, 08 August 2013 - 03:02 PM.


#134 42and19

    Member

  • PipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 197 posts

Posted 08 August 2013 - 04:06 PM

Any word on the issue with the MWO launcher and avast?

#135 Strongpaw

    Member

  • PipPipPipPipPip
  • Fire
  • Fire
  • 100 posts
  • LocationSouth of Montreal

Posted 08 August 2013 - 04:09 PM

My game no longer starts at all with this latest installment. Not a happy camper! when can we expect a FIX to the permanent "Please Wait" after hitting Play and it crashing?

#136 Tice Daurus

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,001 posts
  • Facebook: Link
  • LocationOak Forest, IL

Posted 08 August 2013 - 07:39 PM

Just wanted to say, much better communication on recently on PGI's part and I encourage PGI to please keep regular updates with us at least on a weekly level like this going forward.

#137 ztac

    Member

  • PipPipPipPipPipPipPip
  • 624 posts

Posted 08 August 2013 - 11:47 PM

Hi again,
Just wondering if you will be doing anything about map cycling too, As it has been noticed that the game is putting people through certain maps a lot more than others i.e. :- Terra Therma has had an awful lot of hits, as well as the other larger maps.

Also any plans to re-adjust the C-Bill payout for matches as everyone has taken quite a large hit on earnings and there is certainly a lot of dislike to the current situation especially for the more casual gamers . The recent changes have really made premium not really worth it due to the law of percentages (A % of a given number decreases as the number decreases , making the final amount smaller i.e. 50% of 200k = 100k , 50% of 100k = 50k )

#138 Laniarty

    Member

  • PipPipPip
  • Overlord
  • Overlord
  • 67 posts
  • LocationBNE, Australia

Posted 09 August 2013 - 05:32 AM

Will there be any information on implementing SLI/Crossfire capability soon?

#139 Morang

    Member

  • PipPipPipPipPipPipPipPip
  • 1,259 posts
  • LocationHeart of Darkness

Posted 09 August 2013 - 05:43 AM

View PostLaniarty, on 09 August 2013 - 05:32 AM, said:

Will there be any information on implementing SLI/Crossfire capability soon?

Many people who wanted it already forced it via custom user.cfg... At least both my cards are showing max load when in the drop.

#140 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 09 August 2013 - 05:46 AM

View PostLaniarty, on 09 August 2013 - 05:32 AM, said:


Will there be any information on implementing SLI/Crossfire capability soon?



View PostMatthew Craig, on 07 August 2013 - 11:03 AM, said:

With regards to Crossfire/SLI support essentially we did a pass earlier in the project with Nvidia to determine what was causing dependencies in the renderer slowing everything down, we identified some issues and resolved them but the performance didn't come back and at the time we simply had to move onto other issues. Most of the resources currently as mentioned are dedicated to getting DX11 stable and up and running, once that is out of the way we'll try and get another pass of what is hurting our SLI performance (the same will likely be true for Crossfire performance we'll ensure we address both).






23 user(s) are reading this topic

0 members, 23 guests, 0 anonymous users