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Mechwarrior Online's Performance Is Unacceptable For An Arena Shooter


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#1 CMGrendel

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Posted 24 March 2017 - 02:24 PM

It's a bold statement, but I think one that I get to make given two factors:

1) I've made computer games for a living. Some of them have won awards. Some of those games have been renowned resource hogs.

2) I've worked as a hardware engineer. My understanding of computers extends to helping programmers develop drivers for NVidia and ATI reference boards and engineering prototype AMD/Intel processors.

Mechwarrior Online is now the game I pick to see how my rig is performing - because literally NOTHING else in my library abuses hardware resources like this game. Every time I download a patch, the resources grow.

At this point, you have a game with locational damage (the most demanding aspect of the game) and mediocre graphics, that are solely dependent on resources that are determined, not on the fly, but BEFORE THE MAP EVEN LOADS.

Yet you need a monster rig to get even remotely mediocre performance and depending on your personal configuration and drivers, you don't even necessarily get that.

No deformable terrain (if you mention trees, you don't even understand this post). No dynamic entity changes of any meaningful kind.

*exhales*

Anyone with any relevant knowledge, please discuss.

Edited by CMGrendel, 24 March 2017 - 02:24 PM.


#2 Deathlike

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Posted 24 March 2017 - 02:27 PM

I wish I could contribute anything of substance.

The game for me nearly locks up after a match is over (in the process of reloading stuff when heading back to the mechlab)... this started happening months ago. It's not gotten better since.

My guess is that there is next to no resources to address this (they are being funneled over to the development to MW5, but even before that, there was no effect made since Karl Berg's departure), and I doubt this overhead will improve anytime soon.

Edited by Deathlike, 24 March 2017 - 02:27 PM.


#3 bbihah

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Posted 24 March 2017 - 02:45 PM

My GPU(R9 390) is currently being RMAd and i've been forced to use my integrated GPU to play games and surf for the past week or so. I can play MWO at low settings at 720p just fine at around 50-60 fps even when there is a big battle going on.

CPU is an old 2600k overclocked to 5.1hgz(Intel HD3000 GPU).

I know that the higher settings look like **** for how demanding they are though.
But wouldnt exactly call the minimum settings even up to recommended settings very high.

Edited by bbihah, 24 March 2017 - 02:46 PM.


#4 Pixel Hunter

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Posted 24 March 2017 - 02:59 PM

too bad you can offer your services to the devs for some cool in game swag OP, but I'm sure you have a non-compete

any tweaks to the settings you can suggest from your considerable knowledge base? I'm running an ATI rig

Edited by Gimpy117, 24 March 2017 - 03:00 PM.


#5 Lucky Noob

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Posted 24 March 2017 - 03:11 PM

Hey, Grendel, just ask PGI how much they willing to pay you :D , we coud be lucky Posted Image

#6 Ghogiel

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Posted 24 March 2017 - 03:45 PM

Preaching to the choir.

#7 Malrock

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Posted 24 March 2017 - 04:00 PM

I unusually find an instance of rubber banding 2-3 x per match. Typically comes at the worst possible time and costs me to miss out on securing a kill.

#8 Variant1

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Posted 24 March 2017 - 05:23 PM

I dont mean to be rude OP but do you even know what an arena shooter is?

Posted Image




because calling MWO an arena shooter is like saying call of duty is role playing game.
An Arena shooter is literally set in an arena, there are health pick ups and weapons, countless respawns until a frag limit is reached and it focuses on map control sometimes. Its mostly fought in ffa but there are team modes. Some examples of arena shooters would be Quake, Unreal tournament and Nexus.

Mechwarrior is a SIM. It simulates component damage, critikal chance, heat management and equipment managing(mechlab). Its a game where you have to take things slow(for the most part)

1) if youve made some games care to give a few examples?

2) Okay. why not apply to PGI and help fix the performance issues? im sure everyone would be gratful if you can optimize the game for everyone. If you have trouble running the game why not edit files and remove stuff so the game runs better?

I will agree with you though, that MWO definently needs optimization. However they have optimized the game much better then it was back then. As for rigs my computer i bought for 500$ with a GTX760 260$, runs this game okay(60 fps) at low settings.

Edited by Variant1, 24 March 2017 - 05:24 PM.


#9 Anjian

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Posted 24 March 2017 - 05:33 PM

I run this game at 1280 x 780 on high settings on an Asus ROG with GTX 960M and an i7. There is a mobile 3D shooting game that I also play, which I run at 2400 x 1600 on a Samsung Chromebook Plus.

#10 El Bandito

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Posted 24 March 2017 - 05:54 PM

Only other game that hogs resources as much as MWO, in my mind, is Total War: Attila. Getting perfect FPS on both at all times requires some serious CPU power. And unfortunately, I play both.

View PostVariant1, on 24 March 2017 - 05:23 PM, said:

Mechwarrior is a SIM. It simulates component damage, critikal chance, heat management and equipment managing(mechlab). Its a game where you have to take things slow(for the most part)


It is not sim... at least, not like it used to be.

#11 Variant1

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Posted 24 March 2017 - 06:03 PM

View PostEl Bandito, on 24 March 2017 - 05:54 PM, said:

It is not sim... at least, not like it used to be.

how so? theres still heat managment, weight managment. Similar damage model to previous mw games.

#12 Anjian

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Posted 24 March 2017 - 06:08 PM

Its not even close to a sim. War Thunder on its Arcade mode and even World of Tanks are still far more of a sim than this game will ever is, considering those games simulate armor deflection and penetration mechanics (game computes for effective armor thickness based on armor physical thickness and its angle towards the shooter).



Simulation implies realism.

Applying Battletech rules (or at least part of it) to a shooter is an adaptation, not a simulation, as it is applying something that is already fictional to a different version of fictional.

Edited by Anjian, 24 March 2017 - 06:13 PM.


#13 El Bandito

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Posted 24 March 2017 - 06:16 PM

View PostVariant1, on 24 March 2017 - 06:03 PM, said:

how so? theres still heat managment, weight managment. Similar damage model to previous mw games.


Because those alone nowhere near makes one feel like piloting a giant mech.

#14 JP Josh

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Posted 24 March 2017 - 06:24 PM

View PostVariant1, on 24 March 2017 - 05:23 PM, said:


Mechwarrior is a SIM.


no mechwarrior online is in no way shape or form a sim. it could be argued it is a soft sim if they fallowed more tt rules

(destructible buildings, dual ac knock over mechs, i can step on you again, ppc effects electronics ect) but it doesnt its a arcade game threw and threw.

#15 Variant1

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Posted 24 March 2017 - 06:28 PM

View PostAnjian, on 24 March 2017 - 06:08 PM, said:

Its not even close to a sim. War Thunder on its Arcade mode and even World of Tanks are still far more of a sim than this game will ever is, considering those games simulate armor deflection and penetration mechanics (game computes for effective armor thickness based on armor physical thickness and its angle towards the shooter).

Simulation implies realism.

Warthunder and WoT focus on tanks. Something very easy to simulate since there are documented, real models and happened in real life. Kind of hard to do the same with impractical walking death machines such as mechs. Also one thing they couldn't get right is the tanks breaking down constantly since that happened alot during ww2.

In MWO we got heat for weapons, damage components(center, side etc.) You are placed inside a cockpit of the mech and all the buttons. There ammo, theres a crit system that simluates possibility of losing something (ammo,weapon, equipment). It doesnt have to get realism down to the tea just the important aspects of it


View PostEl Bandito, on 24 March 2017 - 06:16 PM, said:

Because those alone nowhere near makes one feel like piloting a giant mech.

Well my friend i guess neither did the old games then =/
They simulate heat from weapons. Component damage for each section (arm, side center etc). The cockpit is more detailed then those old mechwarrior titles

View PostJP Josh, on 24 March 2017 - 06:24 PM, said:

no mechwarrior online is in no way shape or form a sim. it could be argued it is a soft sim if they fallowed more tt rules

(destructible buildings, dual ac knock over mechs, i can step on you again, ppc effects electronics ect) but it doesnt its a arcade game threw and threw.

Do you know what an arcade game is? if its not a SIM then its not a shooter like quake or doom because its not face paced like those games

Edited by Variant1, 24 March 2017 - 06:29 PM.


#16 JP Josh

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Posted 24 March 2017 - 06:37 PM

View PostVariant1, on 24 March 2017 - 06:28 PM, said:

Warthunder and WoT focus on tanks. Something very easy to simulate since there are documented, real models and happened in real life. Kind of hard to do the same with impractical walking death machines such as mechs. Also one thing they couldn't get right is the tanks breaking down constantly since that happened alot during ww2.

In MWO we got heat for weapons, damage components(center, side etc.) You are placed inside a cockpit of the mech and all the buttons. There ammo, theres a crit system that simluates possibility of losing something (ammo,weapon, equipment). It doesnt have to get realism down to the tea just the important aspects of it



Well my friend i guess neither did the old games then =/
They simulate heat from weapons. Component damage for each section (arm, side center etc). The cockpit is more detailed then those old mechwarrior titles

Do you know what an arcade game is? if its not a SIM then its not a shooter like quake or doom because its not face paced like those games

depends if your in a locust :P

#17 Variant1

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Posted 24 March 2017 - 06:39 PM

View PostJP Josh, on 24 March 2017 - 06:37 PM, said:

depends if your in a locust Posted Image

locust can be an exception. Ive seen some really tough to kill locusts

#18 Dino Might

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Posted 24 March 2017 - 07:12 PM

View PostVariant1, on 24 March 2017 - 05:23 PM, said:

I dont mean to be rude OP but do you even know what an arena shooter is?

Posted Image




because calling MWO an arena shooter is like saying call of duty is role playing game.
An Arena shooter is literally set in an arena, there are health pick ups and weapons, countless respawns until a frag limit is reached and it focuses on map control sometimes. Its mostly fought in ffa but there are team modes. Some examples of arena shooters would be Quake, Unreal tournament and Nexus.

Mechwarrior is a SIM. It simulates component damage, critikal chance, heat management and equipment managing(mechlab). Its a game where you have to take things slow(for the most part)

1) if youve made some games care to give a few examples?

2) Okay. why not apply to PGI and help fix the performance issues? im sure everyone would be gratful if you can optimize the game for everyone. If you have trouble running the game why not edit files and remove stuff so the game runs better?

I will agree with you though, that MWO definently needs optimization. However they have optimized the game much better then it was back then. As for rigs my computer i bought for 500$ with a GTX760 260$, runs this game okay(60 fps) at low settings.


MWO is NOT a SIM.

Arena shooter - a shooting game in an arena setting. That is the description that most appropriately fits MWO.

Simulation is modeling an environment and assets, including their attributes and interactions at a level of complexity sufficient to effect a study of the desired subject(s). Usually, this involves integrated systems models and some sort of physics-based behavior. MWO lacks a level of complexity and internal consistency required of a simulation.

Racing and flight simulators have some of the best examples of the simulation genre. Go compare Digital Combat Simulator to MWO and tell me MWO is a sim.

When a single aircraft takes a team 3+ years to complete because it provides for every control input and result in all regimes of flight, that is a simulator. Mechs in MWO all move the same way, have arbitrary values assigned for their attributes for the sake of "balance," which are not consistently related to their design characteristics, and all mechs have the same, oversimplified controls inconsistent with the fictional universe from which the game is derived. That is an arcade game, not a sim.

Should we crap all over MWO because it's not a sim? No. It's a decent enough game for what it is. Plenty of non-sim games are great fun, and there's nothing wrong with being an arena shooter. Just don't sell this game as something that it is most definitely not.

Edited by Dino Might, 24 March 2017 - 07:14 PM.


#19 Anjian

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Posted 24 March 2017 - 07:24 PM

View PostVariant1, on 24 March 2017 - 06:28 PM, said:

Warthunder and WoT focus on tanks. Something very easy to simulate since there are documented, real models and happened in real life. Kind of hard to do the same with impractical walking death machines such as mechs. Also one thing they couldn't get right is the tanks breaking down constantly since that happened alot during ww2.

In MWO we got heat for weapons, damage components(center, side etc.) You are placed inside a cockpit of the mech and all the buttons. There ammo, theres a crit system that simluates possibility of losing something (ammo,weapon, equipment). It doesnt have to get realism down to the tea just the important aspects of it



Well my friend i guess neither did the old games then =/
They simulate heat from weapons. Component damage for each section (arm, side center etc). The cockpit is more detailed then those old mechwarrior titles

Do you know what an arcade game is? if its not a SIM then its not a shooter like quake or doom because its not face paced like those games



Modular damage does not make a sim, and in fact, there are arcade games that also have this.

Your critical components are not laid out realistically, as in ammo in the foot, guns in the hand, lasers in one hand, heat sinks in the other. Realism would have dictated that both these components need to be next to each other.

War Thunder and World of Tanks use actual penetration formulas that can be used to apply for tanks in war game simulators. In Mechwarrior, a hit is a hit, and takes set damage. In a tank simulator, the way you are angled towards the gun can determine if the shell will totally penetrate or ricochet on you, which also factors the shell's velocity and range. Being able to determine penetration or taking no damage is actually quite complex and involves a considerable amount of mathematics being computed in real time. In World of Warships, they even apply an *aerodynamic coefficient* on the shells. Then there are also the differences between AP, APHE, APHEBC, HEAT, HE, APFSDS, APCR, composite armor, spaced armor, and having multiple layers of armor.

In Mechwarrior, your "armor" is nothing more than a hit box with an HP bar that lowers with each hit, and is the same with every distance. Shells travel into a straight line, you don't shoot upward then watch them fall on gravity, with a flight arc. If you have real mechs in battle, mechs should be angling their torsos to maximize the deflection of enemy rounds, rather than twisting their torso to "distribute" damage. A mech should have the most protected part of its body at the torso, then sacrifice protection at the flanks, which is contrary to this game where the most vulnerable part of the mech is the forward center which is the direction you want to attack with.

The best way to call MWO is Sci-Fi arena shooter. Sci-Fi means you don't simulate real world physics, but apply the lore rules of that particular universe. Like if you make a wargame with Star Trek, expect phasers, photon torpedoes, deflectors and so on, and you try to recreate the same effects as they are shown in the canon narrative. However, that does not make for realistic space combat nor it is a simulator.

Edited by Anjian, 24 March 2017 - 07:31 PM.


#20 Clanner Scum

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Posted 24 March 2017 - 07:40 PM

The game engine is a huge hinderance. That's where most of this games problems come from.

I think if they invest in moving MWO over to the new MW5 engine (unreal) this game would benefit greatly from it and we could see a huge increase in playerbase simply by switching engines.

We just have to cross our fingers and pray that PGI has plans of moving MWO over to the new engine. It would extend the life of MWO by many many years if they did it.





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