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Two Players Independently Developed Significant Fps Optimizations That Require Very Little Work


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#21 Meep Meep

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Posted 30 January 2023 - 02:50 PM

View PostLockheed_, on 30 January 2023 - 02:34 PM, said:

Vanilla looks actually much better. The modified ini image is just way more grainy and the texture detail in the distance suffers tremendously and get visually repetitive. Also the blowing snow effect seems to be gone and the rubble on the glaciers stand out way too much


Because my ini is set to increase visual clarity by rendering everything at max detail. Since the distant textures were not set up for this type of render they display the high resolution near textures which can lead to repetition if viewed too far away. Also did you right click and load each image into a new tab to compare? The images the forum shows by default are heavily compressed and lose a lot of detail. This is why we need an 'ultra' dev made preset because they have the tools to do it properly. Mine is a brute force application.

If you set both images to their large size you can see in mine that there are no more blocky terrain features and nearly all the close and mid range textures are properly displayed now instead of the blurry lowest quality sets used even on very high settings.

#22 sycocys

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Posted 06 February 2023 - 05:19 AM

Has anyone ever figured out how to move stuff in the UI?

#23 Nightbird

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Posted 06 February 2023 - 08:40 AM

View PostMeep Meep, on 27 January 2023 - 10:12 PM, said:

Ok this should show in easy to understand visuals just how much the look of the game can be improved by some simple user side ini edits.

(open each in a new tab to flip between them)

Settings are low for shading and shadows and very high for the rest with post aa enabled.

Vanilla Alpine.

Posted Image

Modified ini Alpine.

Posted Image

Rather striking yes? Now imagine what they could do from the inside using cryedit and someone familiar with the engine and not some old fart like me who dabbles in this stuff.


Your LOD changes don't work on live because they are server locked, they only work on client-only testing grounds.

#24 MrVaad

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Posted 06 February 2023 - 09:50 AM

Objects lod variables work on live
Terrain lod variables work on some maps. But some maps force a LOW value for e_terrainlodratio (even if you use in the game setting).
I think that's the case for alpine but i'm not sure.

#25 Meep Meep

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Posted 06 February 2023 - 02:23 PM

If you enlarge both pics and flip between them you can clearly see that its forcing the highest quality textures and lodding on alpine especially the terrain meshes and from using it on live it certainly works the same as far as I can tell. Unfortunately as I explained earlier they are not really the best textures to use but I don't have the granularity to pick and choose. It's brute force all or nothing with the cfg changes. This is why we need a dev with access to the actual maps and cryedit to do a proper 'ultra' setting.

Edited by Meep Meep, 06 February 2023 - 03:03 PM.


#26 Nightbird

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Posted 06 February 2023 - 03:26 PM

View PostMeep Meep, on 06 February 2023 - 02:23 PM, said:

If you enlarge both pics and flip between them you can clearly see that its forcing the highest quality textures and lodding on alpine especially the terrain meshes and from using it on live it certainly works the same as far as I can tell. Unfortunately as I explained earlier they are not really the best textures to use but I don't have the granularity to pick and choose. It's brute force all or nothing with the cfg changes. This is why we need a dev with access to the actual maps and cryedit to do a proper 'ultra' setting.


get a buddy, go in private lobby same location, take and share a screenshot

#27 MrVaad

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Posted 06 February 2023 - 03:40 PM

No need to do fancy things Posted Image Just check e_TerrainLodRatio in the logs after starting a map in a live match (put it in a user.cfg to get that line)
.

Edited by MrVaad, 06 February 2023 - 03:41 PM.


#28 Meep Meep

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Posted 07 February 2023 - 01:31 AM

Hrmmm seems there is a server lock on some maps for lodding most notably alpine. But most maps seem to take the settings no issues. I get alpine so infrequently I guess I just never really paid close attention. There are improvements but its not nearly as good as on others. Alpine really needs the new map maker to give it a good once over and clean it up. More reasons for a settings refresh.

#29 MrVaad

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Posted 07 February 2023 - 01:46 AM

Yes i'm almost sure that some maps force the terrain level of detail ratio, to an awfull value (terrain lod ratio = 2).

Which means that even if you select medium/high/very high with the ingame settings. The server force you back to that wrong terrain detail ratio ....
Simply said, 2 for terrain lod ratio is bad. Cryengine games, even in 2011 never use this (it's 1 for all settings).
The game should not change that value, this creates all sorts of problems.

If the devs were after terrain performance, the whole terrain should have been adjusted during map design.
Playing with the terrain level of detail ratio is dark magic, it can morph the terrain too often, during the game.
In a pvp game, that's really the last thing you want.

Edited by MrVaad, 07 February 2023 - 06:41 AM.


#30 Mokkor

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Posted 18 January 2024 - 04:17 PM

1.5 years have passed since creation of this topic and fixes still weren't implemented.
With Legendary mechs released there should be enough money to pay a QA to test the fixes mentioned and to finally implement them. This game still has great potential and looks great, it just needs a little love from the devs.
Is there anything we, as players, can do to get to the PGI to finally do something?

#31 Meep Meep

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Posted 18 January 2024 - 04:47 PM

View PostMokkor, on 18 January 2024 - 04:17 PM, said:

1.5 years have passed since creation of this topic and fixes still weren't implemented.
With Legendary mechs released there should be enough money to pay a QA to test the fixes mentioned and to finally implement them. This game still has great potential and looks great, it just needs a little love from the devs.
Is there anything we, as players, can do to get to the PGI to finally do something?


I'm unsure if the missile animation changes were ever implemented but the config file modifications have leapt ahead since then and more or less make up for it.



Full details in the video description on how to set one up and enable it. His listed preset works great to improve fps and stability while keeping most of the higher level details but you can tweak it yourself to remove additional effects and gain even more performance. The N64 mode will grant you the greatest performance gains but looks ugly on the textures.

#32 Major Audie Murphy

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Posted 18 January 2024 - 04:53 PM

View Postmytilus edulis, on 11 November 2022 - 09:34 PM, said:

Over the last two years, both Navid and MrVaad independently investigated ways to improve game performance with one fairly simple change: swap the missile and missile flame animated objects, for static ones, resulting in a ~100% increase in performance (from ~25 to 60 FPS in stress tests with 800 missiles in the air).

Currently, every missile fired consists of two objects: an animated missile object, and an animated flame trail object. However, despite being animated objects, neither of these objects have any actual animations, only empty keyframes! So while the missile is in the air, the engine just keeps redrawing the same geometry over and over and over again, with zero changes. And it does this twice for each missile because of the two object composition.

As far as I know, both of them have independently proposed to PGI an easy fix for this that results in zero visual differences (export both objects as static ones instead of animated ones), but that was back in summer.

Is there any chance of this optimization going through?

Would anyone else here support this optimization?

This could be the next best thing since lowered volume in the splash screen videos.


Every time something like this comes up, I like to use it as an example of why I love Nerds. And not just because I am one, even Jocks, Stoners, Emos, and Geeks love video games! Posted Image

#33 Major Audie Murphy

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Posted 18 January 2024 - 05:18 PM

I stool this off of Meep Meep, it dramatically improved my game.

I just added the value for reducing screen blinding due to RACs

I use notepad, then just stick it in the "MechWarrior Online" folder.

p.s. I did not know about deleting the "shader" file from games/user. It seemed to work fine (after the first match, when I had to stop mid match and set all value to low midmatch, changing it ingame did not work, but in the second match everything worked, good to know you need to delete the shader file. e.g. I was seeing rain on Solaris City before and ti really slowed down my fps)) without doing that, but I just deleted it, so time to boot up the game and see what happens.

name the file "user.cfg"

e_Dissolve=1
e_LodCompMaxSize=255
e_LodRatio=255
e_ObjQuality=4
e_ParticlesMaxDrawScreen = 0.1
e_ParticlesQuality=1
e_ParticlesObjectCollisions=1
e_ParticlesPreload=1
e_PreloadDecals=1
e_PreloadMaterials=1
e_StatObjPreload=1
e_TerrainLodRatio=0.5
e_TerrainTextureLodRatio=5
e_TerrainDetailMaterialsViewDistXY = 4096
e_TerrainDetailMaterialsViewDistZ = 4096
e_ViewDistMin=4096
gfx_inputevents_mouse_move_threshold=0.0166
gp_default_cockpit_light=1
gp_mech_showfps=1
i_mouse_smooth=1
r_BatchType=0
r_DepthOfField=0
r_GeomInstancingThreshold=2
r_SSAO=0
r_ShadersAsyncCompiling=3
r_ShadersAsyncMaxThreads=4
r_ShadersCompileAutoActivate=1
r_ShadersPreactivate=1
r_ShadersUseInstanceLookUpTable=1
r_SnowHalfRes=1
r_TexMaxAnisotropy=16
r_TexMinAnisotropy=16
r_Texture_Anisotropic_Level=16
r_TexturesWarmup=1
r_WaterCaustics=0
r_WaterReflectionsQuality=0
r_WaterTessellationHW=0
r_ssdo=0
r_sunshafts=0
sys_flash_curve_tess_error=10
sys_flash_edgeaa=0

#34 Meep Meep

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Posted 18 January 2024 - 05:35 PM

Thats the old config. It still works but geerams config is far more granular and customizable.

Try these. Also remember that each time you log back in you must load any test map twice to enable the config. Also any time you do a keybind change or anything that requires you to save the settings you must reload a test map twice to get them back in play.


N64 mode for best possible performance. Keeps most effects and mesh at max quality while drastically reducing texture size. Also make sure all graphics settings are at low with textures very high and dx9 as the render engine for both presets.


con_restricted = 0

;====Change these====

;Shows FPS counter
;gp_mech_showfps=1

;Capping FPS 2fps below monitor refresh can help with freesync/gsync flicker
;sys_MaxFPS = 142

;Cockpit light off
gp_default_cockpit_light = 1

;Mouse sens below 0.1 in game
;cl_sensitivity=0.09

;Non-standard res changes
;ie: 4:3 4K would be 2880x2160
;r_width = 2880
;r_height = 2160

;Set view distance for some objects
e_ViewDistMin=2048

;Smoke changes - 0.25 normal, 0.01 no smoke, barely visible strikes, no ppc trails
e_ParticlesLod = 0.7

;CG effects ingame visability, better/worse depends on map
r_ColorGrading=1

;Level of Detail - 0 renders all builds at full detail all the time
e_Lods=0
;If e_Lods=1, lower ratio to improve performance
e_LodRatio=256

;Optional Shadows, large FPS hit
e_Shadows = 0
e_ShadowsMaxTexRes = 16
e_ShadowsCastViewDistRatio = 0.001

;Brightness of lasers and other HDR effects
r_HDRBrightlevel = 0.8

;Less that 1 nearly no terrain pop in, set to 2 to save some fps
e_TerrainLodRatio = 2
;4 provides better ranged color transition between terrain texture, 0 would be off and always render high texture terrain, but huge fps cost
e_TerrainTextureLodRatio = 4

;Disables autotargeting, which can screw up muscle memory (I've excluded this by default, I use it though)
gp_mech_disable_autotarget = 1

;Spec cam movement improvements
gp_freecam_look_sensitivity_gamepad = 0.001
gp_freecam_movement_sensitivity_gamepad = 0.2

;Lets you make decals larger and smaller
;mechdecalmaxScale = 100
;mechdecalminScale = 0.1

;Remove trees/vegitation
e_VegetationMinSize = 200000

;Remove water
e_WaterTessellationAmount = 0
e_WaterTessellationAmountX = 0
e_WaterTessellationAmountY = 0

;====Performance and untested variables====

;UI perf improvements
gfx_inputevents_mouse_move_threshold = 0.0166
sys_flash_curve_tess_error = 2
sys_flash_newstencilclear = 0

;Performance
r_Batching = 0
r_BatchType= 0
r_GeomInstancing = 1
r_GeomInstancingThreshold=2

r_ShadersAsyncCompiling=1
r_ShadersAsyncActivation=0
r_ShadersAsyncMaxThreads=4

r_DetailDistance = 1

e_ParticlesQuality= 3
e_ParticlesMinDrawAlpha = 0.19
e_ParticlesMaxScreenFill = 4
e_ParticlesObjectCollisions=1
e_ParticlesGI = 0
e_ParticlesLights = 1
e_ParticlesPoolSize = 1
e_ParticlesPreload = 1
e_ParticlesThread = 4
r_UseParticlesGlow = 1
r_UseSoftParticles = 1

e_ProcVegetation = 0
e_ViewDistRatioVegetation = 40

r_MotionBlur = 0
r_DepthOfField = 0
r_SSAO=0
r_ssdo=0
e_GI=0
r_sunshafts = 0
r_Glow = 1

e_OcclusionCullingViewDistRatio= 1
e_CoverageBufferResolution = 256
e_CoverageBufferTerrain=1
e_CoverageBufferAABBExpand=0.1
e_coveragebufferbias=0.1

e_WaterOceanFFT = 0
r_WaterReflections=0
r_WaterReflectionsQuality=0
r_WaterCaustics = 0
r_WaterGodRays=0
r_WaterTessellationHW = 0
q_ShaderWater=0
e_WaterOcean=0
e_WaterWaves = 0
e_WaterWavesTessellationAmount = 0

;Removes particles bigger than 10% of the screen
e_ParticlesMaxDrawScreen = 0.1

;e_Decals = 1
;e_DecalsAllowGameDecals = 1
;e_DecalsMaxTrisInObject = 100
;e_DecalsMerge = 1

r_UsePOM = 0

i_mouse_accel = 0
i_mouse_accel_max = 0
i_mouse_smooth=0

r_TexAtlasSize = 1024

;r_Sharpening = 1

e_Dissolve = 1
;e_DissolveDistband = 2
e_MaxViewDistSpecLerp = 1

r_OpticsQuality = 4
r_OpticsBloom = 1
r_HDRBloomRatio = 0.25
r_HDRBrightLevel = 0.50
;r_HDREyeAdaptationMode = 0
;r_HDREyeAdaptionFactor = 0
;r_HDRRangeAdapt = 0
;r_HDRRangeAdaptationSpeed = 0
;r_HDREyeAdaptationSpeed = 0
;r_HDRVignetting = 0
;r_HDRGrainAmount = 0.0
r_Flares = 1
r_Beams = 1
r_GlowAnamorphicFlares = 1
r_PostProcessHUD3DGlowAmount = 0
r_PostProcessHUD3DShadowAmount = 0
;hud_bobHud = 0

;r_ColorGradingFilters = 0
;r_ColorGradingLevels = 0
r_ChromaticAberration = 0

e_ParticlesMotionBlur = 0
r_MotionBlurQuality = 0
r_MotionBlurThreshold = 0
g_radialBlur = 0
r_Coronas = 0

;e_GsmCache = 1
r_FogShadows = 0
r_FogShadowsWater = 0
e_Tessellation = 0
e_ParticlesShadows = 0
r_ParticlesTessellation = 0
r_SSReflections = 0
r_SSReflHalfRes = 0
r_SilhouettePOM = 0
r_CloudsUpdateAlways = 0
e_DynamicLightsMaxCount = 32
r_PostProcessHUD3DCache = 0

g_battleDust_enable = 0
;q_shaderHDR=0
q_shaderpostprocess=0

e_SkyType = 0
e_SkyUpdateRate = 0
e_TerrainAo = 0

;e_ViewDistRatio

r_SSRO = 0
r_Reflections = 0
r_LSAO = 0
;r_Contrast =
;r_Gamma =
;r_Brightness =
;-------------------------------------------------

;Terrain texture detail range
;e_TerrainDetailMaterialsViewDistXY = 2048

;Works in combination with e_TerrainTextureLodRatio, setting this higher or lowering e_TerrainTextureLodRatio will have the same effect. Huge FPS impact if set too high
;e_TerrainDetailMaterialsViewDistZ = 256

;r_TexResolution = 0
;r_TexturesStreaming = 0

;N64 mode, remove textures (some commands used above, comment out duplicates)
e_TerrainDetailMaterialsViewDistXY = 1
e_TerrainDetailMaterialsViewDistZ = 1
r_TexturesStreaming = 1
r_TexturesStreamPoolSize = .000001



--------------------------------------------------------------------------------------------------------------------------------------


This would be the normal performance preset. Its balanced for the best visuals vs performance.




con_restricted = 0



;====Change these====

;Shows FPS counter
;gp_mech_showfps=1

;Capping FPS 2fps below monitor refresh can help with freesync/gsync flicker
;sys_MaxFPS = 142

;Cockpit light off
gp_default_cockpit_light = 1

;Mouse sens below 0.1 in game
;cl_sensitivity=0.09

;Non-standard res changes
;ie: 4:3 4K would be 2880x2160
;r_width = 2880
;r_height = 2160

;Set view distance for some objects
e_ViewDistMin=2048

;Smoke changes - 0.25 normal, 0.01 no smoke, barely visible strikes, no ppc trails
e_ParticlesLod = 0.90

;CG effects ingame visability, better/worse depends on map
r_ColorGrading=0

;Level of Detail - 0 renders all builds at full detail all the time
e_Lods=0
;If e_Lods=1, lower ratio to improve performance
e_LodRatio=40

;Optional Shadows, large FPS hit
e_Shadows = 0
e_ShadowsMaxTexRes = 16
;e_ShadowsCastViewDistRatio = 0.5

;Brightness of lasers and other HDR effects
r_HDRBrightlevel = 0.7

;Terrain texture detail range
e_TerrainDetailMaterialsViewDistXY = 2048
;Works in combination with e_TerrainTextureLodRatio, setting this higher or lowering e_TerrainTextureLodRatio will have the same effect. Huge FPS impact if set too high
e_TerrainDetailMaterialsViewDistZ = 256

;Less that 1 nearly no terrain pop in, set to 2 to save some fps
e_TerrainLodRatio = 1
;4 provides better ranged color transition between terrain texture, 0 would be off and always render high texture terrain, but huge fps cost
e_TerrainTextureLodRatio = 4

;Disables autotargeting, which can screw up muscle memory (I've excluded this by default, I use it though)
gp_mech_disable_autotarget = 1

;Spec cam movement improvements
gp_freecam_look_sensitivity_gamepad = 0.001
gp_freecam_movement_sensitivity_gamepad = 0.2

;Lets you make decals larger and smaller
;mechdecalmaxScale = 100
;mechdecalminScale = 0.1

;Remove trees/vegitation
e_VegetationMinSize = 200000

;Remove water
;e_WaterTessellationAmount = 0
;e_WaterTessellationAmountX = 0
;e_WaterTessellationAmountY = 0



;====Performance and untested variables====

;UI perf improvements
gfx_inputevents_mouse_move_threshold = 0.0166
sys_flash_curve_tess_error = 2
sys_flash_newstencilclear = 0

;Performance
r_Batching = 0
r_BatchType= 0
r_GeomInstancing = 1
r_GeomInstancingThreshold=2

r_ShadersAsyncCompiling=1
r_ShadersAsyncActivation=0
r_ShadersAsyncMaxThreads=4

;r_DetailDistance = 1

e_ParticlesQuality= 3
e_ParticlesMinDrawAlpha = 0.19
e_ParticlesMaxScreenFill = 4
e_ParticlesObjectCollisions=0
e_ParticlesGI = 0
e_ParticlesLights = 1
e_ParticlesPoolSize = 1
e_ParticlesPreload = 1
e_ParticlesThread = 4
r_UseParticlesGlow = 1
r_UseSoftParticles = 0

e_ProcVegetation = 0
e_ViewDistRatioVegetation = 40

r_MotionBlur = 0
r_DepthOfField = 0
r_SSAO=0
r_ssdo=0
e_GI=0
r_sunshafts = 0
r_Glow = 1

e_OcclusionCullingViewDistRatio= 1
e_CoverageBufferResolution = 128
e_CoverageBufferTerrain=1
e_CoverageBufferAABBExpand=0.1
e_coveragebufferbias=0.1

e_WaterOceanFFT = 0
r_WaterReflections=1
r_WaterReflectionsQuality=1
r_WaterCaustics = 0
r_WaterGodRays=0
r_WaterTessellationHW = 0
q_ShaderWater=1
e_WaterOcean=0
e_WaterWaves = 0
e_WaterWavesTessellationAmount = 0

;Removes particles bigger than 10% of the screen
e_ParticlesMaxDrawScreen = 0.1

;e_Decals = 0
;e_DecalsAllowGameDecals = 0
;e_DecalsMaxTrisInObject = 100
;e_DecalsMerge = 1

;r_TexResolution = 0
r_TexturesStreaming = 0

r_UsePOM = 0

i_mouse_accel = 0
i_mouse_accel_max = 0
i_mouse_smooth=0

r_TexAtlasSize = 1024

;r_Sharpening = 1

e_Dissolve = 1
;e_DissolveDistband = 2
;e_MaxViewDistSpecLerp = 1

r_OpticsQuality = 3
r_OpticsBloom = 1
;r_HDRBloomRatio = 0
;r_HDRBrightLevel = 0
;r_HDREyeAdaptationMode = 0
;r_HDREyeAdaptionFactor = 0
;r_HDRRangeAdapt = 0
;r_HDRRangeAdaptationSpeed = 0
;r_HDREyeAdaptationSpeed = 0
;r_HDRVignetting = 0
;r_HDRGrainAmount = 0.0
r_Flares = 1
r_Beams = 1
r_GlowAnamorphicFlares = 1
r_PostProcessHUD3DGlowAmount = 0
r_PostProcessHUD3DShadowAmount = 0
;hud_bobHud = 0

;r_ColorGradingFilters = 0
;r_ColorGradingLevels = 0
r_ChromaticAberration = 0

e_ParticlesMotionBlur = 0
r_MotionBlurQuality = 0
r_MotionBlurThreshold = 0
g_radialBlur = 0
r_Coronas = 1

;e_GsmCache = 1
r_FogShadows = 0
r_FogShadowsWater = 0
e_Tessellation = 1
e_ParticlesShadows = 0
r_ParticlesTessellation = 0
r_SSReflections = 0
r_SSReflHalfRes = 0
r_SilhouettePOM = 0
;r_CloudsUpdateAlways = 1
e_DynamicLightsMaxCount = 32
r_PostProcessHUD3DCache = 0

g_battleDust_enable = 0
;q_shaderHDR=0
;q_shaderpostprocess=0

e_SkyType = 0
e_SkyUpdateRate = 0
e_TerrainAo = 0

;e_ViewDistRatio

r_SSRO = 0
r_Reflections = 0
r_LSAO = 0
;r_Contrast =
;r_Gamma =
;r_Brightness =



;N64 mode, remove textures (some commands used above, comment out duplicates)
;e_TerrainDetailMaterialsViewDistXY = 1
;e_TerrainDetailMaterialsViewDistZ = 1
;r_TexturesStreaming = 1
;r_TexturesStreamPoolSize = 0.001

Edited by Meep Meep, 18 January 2024 - 05:54 PM.


#35 LordNothing

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Posted 18 January 2024 - 06:08 PM

View PostMokkor, on 18 January 2024 - 04:17 PM, said:

1.5 years have passed since creation of this topic and fixes still weren't implemented.
With Legendary mechs released there should be enough money to pay a QA to test the fixes mentioned and to finally implement them. This game still has great potential and looks great, it just needs a little love from the devs.
Is there anything we, as players, can do to get to the PGI to finally do something?



i honestly don't think this game has seen a single code-level bug fix since ive been playing it. and ive been playing since 2013. of course i dont think this is one of those, its a data bug, just some bad limits on some maps.

i honestly dont think they have anyone on staff that knows the code well enough. its not enough just to be a programmer, you have to know the systems. you would have to study the codebase for months just to start being able to make effective, non destructive changes.

Edited by LordNothing, 18 January 2024 - 06:22 PM.


#36 Meep Meep

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Posted 18 January 2024 - 06:19 PM

View PostLordNothing, on 18 January 2024 - 06:08 PM, said:

i honestly dont think they have anyone on staff that knows the code well enough. its not enough just to be a programmer, you have to know the systems. you would have to study the codebase for months just to start being able to make effective, non destructive changes.


Nearly all the original devs who did and can work on mwo code are still at pgi. They work on other projects and none of them touch mwo with a light year long stick now.

Tis what it tis..

#37 LordNothing

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Posted 18 January 2024 - 06:25 PM

View PostMeep Meep, on 18 January 2024 - 06:19 PM, said:


Nearly all the original devs who did and can work on mwo code are still at pgi. They work on other projects and none of them touch mwo with a light year long stick now.

Tis what it tis..


you think they could give them six weeks to fix the top 10 longest standing bugs in the game plus any other targets of opportunity if they have time.

Edited by LordNothing, 18 January 2024 - 06:26 PM.


#38 Meep Meep

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Posted 18 January 2024 - 06:29 PM

View PostLordNothing, on 18 January 2024 - 06:25 PM, said:


you think they could give them six weeks to fix the top 10 longest standing bugs in the game plus any other targets of opportunity if they have time.


Time is money and mw5 and future project have a much higher profit return on their time. Its business. It's a freaking miracle we got tyios as a dedicated mwo dev and they allowed volunteers in the form of cauldron to make balance changes.

The only way we could entice pgi to do this would be a crowd fund event. They give a target amount they need to fix the game and donors step up along with some sort of event sale to gain more funds.

I mean it should be possible. Look how much money people dumped into the tsp event?

Edited by Meep Meep, 18 January 2024 - 06:30 PM.


#39 LordNothing

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Posted 18 January 2024 - 06:35 PM

View PostMeep Meep, on 18 January 2024 - 06:29 PM, said:


Time is money and mw5 and future project have a much higher profit return on their time. Its business. It's a freaking miracle we got tyios as a dedicated mwo dev and they allowed volunteers in the form of cauldron to make balance changes.

The only way we could entice pgi to do this would be a crowd fund event. They give a target amount they need to fix the game and donors step up along with some sort of event sale to gain more funds.

I mean it should be possible. Look how much money people dumped into the tsp event?


seems all the mechpacks would fund this stuff. maintenance is important.

#40 Meep Meep

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Posted 18 January 2024 - 06:42 PM

View PostLordNothing, on 18 January 2024 - 06:35 PM, said:


seems all the mechpacks would fund this stuff. maintenance is important.


Nearly all profits from mwo sales go to servers, dev salary and other pgi projects and all major mwo development has been stopped. They made this clear in leaked corp docs. Like I said the new owners put us in maintenance mode so as long as the majority of players can log and play its good to go for them. Anything outside that mandate is going to have to be fan driven and funded.

I think they would do it if a proper pitch was made and I know there are wallets that would open to it if hard guarantees were made over any proposed fixes to be funded.

I'd drop some hard cash if they would fix the buggy physics where you get stuck to random objects.

Edited by Meep Meep, 18 January 2024 - 06:43 PM.






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