Pgi, Please Do An Animation Pass On Recent Mechs.
#21
Posted 28 December 2014 - 03:56 PM
100 ton mechs shouldn't prance
#23
Posted 28 December 2014 - 04:12 PM
KuroNyra, on 28 December 2014 - 04:04 PM, said:
Not even that works for me.
https://twitter.com/...863449024172032
https://twitter.com/...200189511471105
#24
Posted 28 December 2014 - 05:23 PM
Vassago Rain, on 28 December 2014 - 11:24 AM, said:
Lostech inverse kinematics. Cryengine is obviously incompatible with this ancient, barely understood feature from 1995, despite MWO having it at one point.
It seems that PGI didn't completely remove the IK system. When you kill a mech it is released from the server pre-animated key frames and becomes a ragdoll with correct IK chains (it seems this way at least).
If this is true, I think players should experience a slight stuttering or a mini freeze upon the death of a mech in their view. As the CPU will be under a load spike in order to simulate the IK system in real time.
Maybe that is why PGI disabled it. To reduce the CPU load so that it could be more toaster friendly.
Edited by Navid A1, 28 December 2014 - 05:29 PM.
#25
Posted 28 December 2014 - 06:12 PM
Navid A1, on 28 December 2014 - 05:23 PM, said:
It seems that PGI didn't completely remove the IK system. When you kill a mech it is released from the server pre-animated key frames and becomes a ragdoll with correct IK chains (it seems this way at least).
If this is true, I think players should experience a slight stuttering or a mini freeze upon the death of a mech in their view. As the CPU will be under a load spike in order to simulate the IK system in real time.
Maybe that is why PGI disabled it. To reduce the CPU load so that it could be more toaster friendly.
>cryengine.
>toaster friendly for bronze age dual cores.
Pick one.
PGI decided they wanted both, and this is where we're at 3 days away from 2015. Do people even use dual cores these days?
#27
Posted 28 December 2014 - 07:32 PM
Vassago Rain, on 28 December 2014 - 06:12 PM, said:
>cryengine.
>toaster friendly for bronze age dual cores.
Pick one.
PGI decided they wanted both, and this is where we're at 3 days away from 2015. Do people even use dual cores these days?
Up until this august, I played MWO on a 2009 laptop with dual core core2duo with ati mobility 4650 1gb (overclocked). I was getting around 25-30 fps on medium 720p. there was stutter here and there, but it was not bad.
Funny thing is that when the IK system was there back in closed beta my fps was 30+ with the same settings.!!!
I guess PGI has a different idea about low-end systems.
At the very least....PGI could key-frame a much better animation. I mean, fine, if the animation is going to be pre-recorded and keyframed... at least key-frame a decent one.
But here's hoping that the IK system returns with the re-introduction of collisions... or at least reworked animations.
Edited by Navid A1, 28 December 2014 - 07:36 PM.
#32
Posted 04 January 2015 - 01:41 AM
#33
Posted 05 January 2015 - 07:22 PM
#34
Posted 05 January 2015 - 08:26 PM
I don't need an instant fix
but I'd just like to know if we'd get this in 2015 or not
I wouldn't mind if PGI took their time with this the way they did with quirks
I hope it's in the pipeline like collisions and stuff are
#35
Posted 05 January 2015 - 10:00 PM
Navid A1, on 28 December 2014 - 05:23 PM, said:
It seems that PGI didn't completely remove the IK system. When you kill a mech it is released from the server pre-animated key frames and becomes a ragdoll with correct IK chains (it seems this way at least).
If this is true, I think players should experience a slight stuttering or a mini freeze upon the death of a mech in their view. As the CPU will be under a load spike in order to simulate the IK system in real time.
Maybe that is why PGI disabled it. To reduce the CPU load so that it could be more toaster friendly.
They turned off the CE3 foot IKs from live entities when they were working on HSR and they said something to the effect of performance issues basically. everyone and the server had to track all the IK of all the mechs and the terrain all the time or you couldn't shoot a leg that was IKing like that hunchback. Or something like that. I swear if we had player owned servers it could just be turned on.
Once the mech is dead it does ragdoll and you can see the bone contraints in effect, but doesn't matter at that point to hitreg it's not a drain .
#36
Posted 06 January 2015 - 04:56 AM
Also, can't this game handle dynamic animations that react to terrain? Like in fallout for example when your chars legs move depending on what you are standing on. That would be very, very cool...
Dragon Age Inq does this too and it looks really good (despite the fact the game is trash ;p ).
#37
Posted 06 January 2015 - 11:16 AM
Axeface, on 06 January 2015 - 04:56 AM, said:
Also, can't this game handle dynamic animations that react to terrain? Like in fallout for example when your chars legs move depending on what you are standing on. That would be very, very cool...
Dragon Age Inq does this too and it looks really good (despite the fact the game is trash ;p ).
The game had this before.
As they wanted to implement 12v12, they removed it. They said its going to be an extra load both on cpu and data transfer, Because the position of hitboxes in this game matters on every individual body part and server and client should stay perfectly synchronized at all times, as a slight lag can result in different leg states in server and client.
I wonder now that they moved hitreg and everything to server side. can't they implement the IK system back again?
Edited by Navid A1, 28 January 2015 - 07:00 PM.
#38
Posted 21 January 2015 - 05:05 AM
#39
Posted 21 January 2015 - 05:47 AM
Navid A1, on 06 January 2015 - 11:16 AM, said:
The two weakest parts of the art team have always been the mapper(s) and the animator(s). The modelers have generally done a FANTASTIC job of bringing Alex's work to life, with a few notable exceptions with scaling issues and...*sniff*...let's not talk about the Catapult launchers just right now, agreed?
The King Crab is probably the most hilarious travesty of motion I've ever seen in my entire gaming career. It's readily apparent that the animator(s) working for PGI are really doing their best to muck through how they imagine giant war robots would move, without actually understanding any of the physical properties and phenomena that would govern their motion.
What's really disappointing though is that MW3, a game created in 1999, SIXTEEN years ago, generally had more fluid and believable mech animations than MWO has today, in 2015. This is almost unbelievable to me, since PGI is essentially right in the middle of video game animator Mecca.
You'd think that when people are paying, literally, 500 FRAKING DOLLARS for a $*@#$^ digital skin, they'd take the time to animate it properly...
I hate to be a negative nancy, but a spade is a spade.
#40
Posted 21 January 2015 - 05:56 AM
Navid A1, on 28 December 2014 - 11:47 AM, said:
ahh.... the good times.
i think i read somewhere that PGI disabled that feature to reduce data transfer and/or server load so they could implement 12v12... I dont exactly remember what was the case.
I cant stop thinking about how awesome it would be if we could have IK system back.
another god reason for a return to 8v8......
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