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With A Cryengine Upgrade, Will We Finally See This?


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#1 Nik Kerensky

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Posted 14 February 2016 - 01:59 PM

Soft body physics, as demoed in CryEngine 3!

With CryEngine 4 on the horizon, how awesome would this be to finally update the almost obsolete damage model we currently have for mech destruction??



Edited by Nik Kerensky, 14 February 2016 - 02:04 PM.


#2 TheBlackMegadeus

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Posted 14 February 2016 - 02:03 PM

something something draw calls something something server strain complete.

#3 AEgg

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Posted 14 February 2016 - 02:50 PM

Performance of systems like this is abysmal to put it lightly.

For a recent example, look up beam.ng. It's a "driving" game with fully modeled damage. You need a top of the line PC to run it with PS2 era graphics. And that's for singleplayer. You'd need fiber-level bandwidth to send that sort of data to a server and back for 24 players at once.

Maybe in ten or twenty years, we will have CPUs fast enough to do things like this at cryengine level graphics.

Edited by AEgg, 14 February 2016 - 02:51 PM.


#4 Troutmonkey

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Posted 14 February 2016 - 03:55 PM

Aww. Here I was hoping for an inverse kinematics thread. That might be possible again on the new engine

#5 Johnny Z

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Posted 14 February 2016 - 04:07 PM



Next step for MechWarrior Online could be to have mechs look wet when it is raining. After weather is added of course.

#6 Thunder Child

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Posted 14 February 2016 - 04:22 PM

View PostJohnny Z, on 14 February 2016 - 04:07 PM, said:

Next step for MechWarrior Online could be to have mechs look wet when it is raining. After weather is added of course.


Insert MWO Highlander Pinup....

#7 Y E O N N E

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Posted 14 February 2016 - 04:41 PM

View PostAEgg, on 14 February 2016 - 02:50 PM, said:

Performance of systems like this is abysmal to put it lightly.

For a recent example, look up beam.ng. It's a "driving" game with fully modeled damage. You need a top of the line PC to run it with PS2 era graphics. And that's for singleplayer. You'd need fiber-level bandwidth to send that sort of data to a server and back for 24 players at once.

Maybe in ten or twenty years, we will have CPUs fast enough to do things like this at cryengine level graphics.


You wouldn't send that data, you would essentially create a table assigning levels of deformation or triggers for them to integers, send the integers, and let the client handle sorting out the details to draw.

#8 GreyNovember

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Posted 14 February 2016 - 04:42 PM

View PostAEgg, on 14 February 2016 - 02:50 PM, said:

Performance of systems like this is abysmal to put it lightly.

For a recent example, look up beam.ng. It's a "driving" game with fully modeled damage. You need a top of the line PC to run it with PS2 era graphics. And that's for singleplayer. You'd need fiber-level bandwidth to send that sort of data to a server and back for 24 players at once.

Maybe in ten or twenty years, we will have CPUs fast enough to do things like this at cryengine level graphics.


Right. This bothers me greatly.

You don't need to send an entire packet containing the ENTIRE game state.

You send an event that occurs on one client. That goes back to the host server, who then gives it to everyone else once it's verified, and let the clients perform the calculations once they have the event data, which should give the same result as the originator.

What you don't do, is tell everyone everything ever about your current game state. Because that's stupidly unnecessary.

#9 Jackal Noble

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Posted 14 February 2016 - 04:49 PM

Something something, have you looked at War Thunder because their engine, f2p model is better imo. Been out for the same period of time(2012) and in that period they have implemented ground battles, as well as a total engine redux(fall 2015). Maybe if pgi based their pay model off of Gaijins instead of WoT the financial state would be different. Who knows. War Thunder engine is pretty kick arse.

#10 pbiggz

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Posted 14 February 2016 - 04:54 PM

View PostGreyNovember, on 14 February 2016 - 04:42 PM, said:

Right. This bothers me greatly.

You don't need to send an entire packet containing the ENTIRE game state.

You send an event that occurs on one client. That goes back to the host server, who then gives it to everyone else once it's verified, and let the clients perform the calculations once they have the event data, which should give the same result as the originator.

What you don't do, is tell everyone everything ever about your current game state. Because that's stupidly unnecessary.


Dont worry, AEgg probably hasn't taken a network programming class.

#11 Jackal Noble

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Posted 14 February 2016 - 05:06 PM

Oh and the add multi-stage soft body damage, actual detailed internal structure and components on the War Thunder engine. Don't flame, real talk. The devs actually released a walking tank as a April Fool's prank a few years back(giant Godzilla snail boss year after?) just to prove they could do it.

Edited by JackalBeast, 14 February 2016 - 05:07 PM.


#12 Summon3r

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Posted 14 February 2016 - 05:23 PM

View PostJackalBeast, on 14 February 2016 - 04:49 PM, said:

Something something, have you looked at War Thunder because their engine, f2p model is better imo. Been out for the same period of time(2012) and in that period they have implemented ground battles, as well as a total engine redux(fall 2015). Maybe if pgi based their pay model off of Gaijins instead of WoT the financial state would be different. Who knows. War Thunder engine is pretty kick arse.


indeed war thunder's visuals and environment eclipse what we have here. dont hold your breath :-/

#13 Jackal Noble

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Posted 14 February 2016 - 05:35 PM

Ya I know, being a WW2 junkie im a fan of that game as well, so when I see a post about this I can't help but bring it up. I knew well enough to stay away from WoT with a 10 foot pole on the other hand lol. The visuals of the current game are passable, if barely, but the performance for the graphics you do get is abysmal. That being said, I like that the game has gotten a tad bit more momentum as of late, like the overall population is speaking as a whole for the most part for the game we expect and know should be possible within "x" parameters this day and age. Something, Something, single player DLC to fuel the an entire engine change. Not one that is so damn hindered.
Not holding my breath tho, big stompy mechs that shoot lazors are enough for me at any rate I guess.

Edited by JackalBeast, 14 February 2016 - 05:36 PM.


#14 Jackal Noble

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Posted 14 February 2016 - 05:42 PM

Posted Image

related to earlier post, just gonna leave this hear in case anybody never saw it. kk, I've said my piece. Posted Image

#15 MadcatX

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Posted 14 February 2016 - 05:43 PM

Not sure if the new engine has the same limitations as the old one but some long-awaited upgrades in the cockpit would be nice. A mechwarrior suit that actually looks fancy. And put some relevant data on those displays even if they're on the HUD like a heat gauge or maybe some relevant minor data not shown on the HUD like one display showing a simple zoom of the one grid your in. Maybe have one showing a rear camera to see if there's an ally right behind you or if you're really attentive you could see if someone is sneaking up behind you.

#16 Trauglodyte

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Posted 14 February 2016 - 05:53 PM

I'd be happy with having the HUD map and the pop-up map being possible while in 3rd person mode and a toggled rear view option. Just give me something.

#17 Troutmonkey

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Posted 14 February 2016 - 06:00 PM

View PostGreyNovember, on 14 February 2016 - 04:42 PM, said:

Right. This bothers me greatly.

You don't need to send an entire packet containing the ENTIRE game state.

You send an event that occurs on one client. That goes back to the host server, who then gives it to everyone else once it's verified, and let the clients perform the calculations once they have the event data, which should give the same result as the originator.

What you don't do, is tell everyone everything ever about your current game state. Because that's stupidly unnecessary.

It depends on whether it matters if there's a desync or not. For pure visual stuff a desync won't matter, but for physics that effect collisions for either shooting or movement, it matters a lot. It's in the second case that you constantly have to send clients updated positions constantly

#18 Hillslam

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Posted 14 February 2016 - 06:19 PM

Keep your graphics upgrade - I want Co-op PvE

#19 Nik Kerensky

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Posted 15 February 2016 - 12:49 PM

View PostJackalBeast, on 14 February 2016 - 05:06 PM, said:

Oh and the add multi-stage soft body damage, actual detailed internal structure and components on the War Thunder engine. Don't flame, real talk. The devs actually released a walking tank as a April Fool's prank a few years back(giant Godzilla snail boss year after?) just to prove they could do it.


Hah, so it can be done! I think MWO would be an obvious beneficiary from investing in a proper physics based damage system, considering mechs taking damage is kind of a big part of this game!??

#20 Haakon Magnusson

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Posted 15 February 2016 - 02:22 PM

Probably not going to mean any real breakthroughs because HSR... which already has take IK from us :(





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