sycocys, on 04 June 2017 - 10:00 AM, said:
But you do have replay, IF hit state rewind actually functions. All the data that is needed for replay is already being accumulated and run back through constantly.
I can't do anything about the fact that they can't manage to convert that data back into a video feed. Watched a programmers convention video that was specifically on replays/rewind features and that data logging method is the primary way that most developers use for creating replays. The only reason it "can't" be done is PGI related.
Because HSR doesn't log all the data (only mech positions), and it doesn't keep any of it more than 400ms.
Actually tracking ALL the match data is a very different proposition, and permanently logging it all is not a trivial task.
Of course the reason it "can't" be done is PGI related, but when you're talking about "can't" in this context you're talking about "It's not worth the cost to do it" in terms of development resources. HSR is already a computationally expensive system given the amount of weapon fire that happens, adding full logging of ALL the match data would dramatically increase those costs
and add substantial server IO requirements.
HSR isn't doing everything that's needed. It's doing a tiny, tiny portion of it, and even there it's only functioning in very specific instances.
When a system has been designed from the start to do that, it's no big deal. However, the system we have was not created with that in mind. Adding it after the fact can be significantly more difficult. Thus, my understanding of PGI's position here is that they "can't" do it in that it would require substantial work on the engine itself, and therefore is not worth doing until an engine upgrade happens (otherwise they'd be doing that work twice).