Jump to content

Minimum Requirements


26 replies to this topic

#21 fxrsniper

    Member

  • PipPipPipPipPipPip
  • 234 posts
  • LocationEast Coast

Posted 04 December 2012 - 07:21 PM

View PostSir Roland MXIII, on 03 December 2012 - 06:07 PM, said:

What I find hilarious about all this discusion is the fact that despite being newer, which in the end isn't worth anything in and of itself, there are 'older' engines that are far more powerful than CE3. For example, Unreal Engine 3, which is 5 years old, and performs well on computers BELOW minimum spec.

I know, because I did for most of the past 5 years. Min spec for UE3 requires a dual core, I ran a single core, and my GPU was slightly below min spec as well. It ran, and ran fine, albiet on lowest settings. Besides performance capacity there are many things better about UE3 as well - for instance, UE3 made hitboxes obsolete, 5 years ago, with per-pixel hit detection.

UE3 also obsoleted bump-mapping, by combining both the role of bump mapping and hit detection in a new graphics model - each part of a game that is rendered by UE3 has two meshes, which is normal, but what is NOT normal is how they are used. Where engines like CE3 rely on one mesh to be the graphics and another the hitbox, UE3 has a motile skeleton mesh that is low-poly, like the obsolete hitbox, and covers where and what a unit is doing. The skin is a high poly mesh rendered over the low poly skeleton, which is bump mapping at an unreal level - pardon the pun.

For the CPU and GPU, this results in the game having characters and maps that look extremely high poly, but perform as if low poly - a truly revolutionary idea, executed extremely well. Many, MANY games since have used UE3, some of which were MMOs - Tera, for example - which means the UE3 netcode has already been sorted out and is now standard, prior to someone like, say, PGI, using UE3.

Now, the hit detection of UE3 is achieved by having each part of the overlaid mesh act as a hitbox - because of this, you get a sort of WYSIWYG shooter - what you see, is what you can hit. Granted, MW:O has semi complex hitboxes, because it's using seperate hitboxes for each mech hit location. So I can feel like it's the more accurate per-pixel hit detection... until I go to shoot at something moving 90+ kph that is actually, somehow, able to OUTRUN it's own hitbox.

This is ludicrous, especially given that I have never seen that issue anywhere else, and this is something that, say, UE3 would have to be TOLD to do. And nevermind the fact that the UE3 graphics are out-*******-standing on my machine where the MW:O are set to low so I can have a semi-playable piece o' **** graphics experience. Woohoo. Joy. I am seriously impressed. /Ben Stiller Voiceover.

Short version, I guess, is this. Just because CryEngine 3 is newer does not make it good. New can be poo. Old is still the ****.

Moral of the story: When it comes to game engines, PGI chose... poorly.

You sir obviously know nothing about this otherwise you wouldn't have posted understand the platform then come back thanks thats the difference between UE3 and CryEngine 3.4 CryEngine is more resource heavy

Edited by fxrsniper, 04 December 2012 - 08:15 PM.


#22 nigtig

    Member

  • PipPip
  • 25 posts

Posted 05 December 2012 - 03:03 PM

View Postfxrsniper, on 04 December 2012 - 07:21 PM, said:

You sir obviously know nothing about this otherwise you wouldn't have posted understand the platform then come back thanks thats the difference between UE3 and CryEngine 3.4 CryEngine is more resource heavy

...and unstable

#23 Click

    Member

  • PipPipPipPipPip
  • Shredder
  • 102 posts
  • LocationPortugal

Posted 05 December 2012 - 06:19 PM

That is a matter of adaptation. Wait for it and quit crying. I'm sure there were other reasons besides sheer performance and visual quality for PGI to choose this engine. I'm not a dev but I can point out at least three: future-proofing, price and direct support from crytek.

The real issue is that they cant put every updated line of code into the game in real time, they have to pack them up and test them, then shut servers down to update. This takes time, especially the more game breaking the aspect they're tweaking is, hence them taking so long with this and the netcode improvements.

View PostClick, on 24 November 2012 - 03:27 PM, said:

For the love of god just realize that already and let the devs work. My advice is do what I did: drop the game for a while, just keep checking on progress regularly.


#24 nigtig

    Member

  • PipPip
  • 25 posts

Posted 07 December 2012 - 08:52 AM

View PostClick, on 05 December 2012 - 06:19 PM, said:

I'm sure there were other reasons besides sheer performance and visual quality for PGI to choose this engine. I'm not a dev but I can point out at least three: future-proofing, price and direct support from crytek.


You are confusing CryEngine for Unreal Engine. CryEngine only has "visual quality", and lacks in everything else. No amount of support from Crytek will fix this.

View PostClick, on 05 December 2012 - 06:19 PM, said:

That is a matter of adaptation. Wait for it and quit crying.


nope.

View PostClick, on 05 December 2012 - 06:19 PM, said:

The real issue is that they cant put every updated line of code into the game in real time, they have to pack them up and test them, then shut servers down to update. This takes time, especially the more game breaking the aspect they're tweaking is, hence them taking so long with this and the netcode improvements.


The real issue is that they used CryEngine, which is horrible for online gaming.

Look how Crysis completely failed online even though the concept was good. It was way too buggy and laggy. It was also full of hackers because the network code was crap (not sure if the network code is part of cryengine or each game makes their own).

CryEngine was a good graphics demo. Nothing else.

It will not be stable, ever.

#25 WhiteWereBear

    Member

  • Pip
  • 14 posts
  • Facebook: Link
  • LocationBrazil

Posted 07 December 2012 - 09:13 AM

My computer does not take the MWOnline very well. I have a Intel Core 2 Duo with ATI Radeon HD 4500/5100 series. I am playing with less then 10 fps. Many games from nowadays I can play, without problens, but it is not the case of MWOnline.

I play Dishonored and even Hitman without problen. But some games, like MWOnline and Diablo 3, I can't even see the enemy before too late.

#26 nonplusultra

    Member

  • PipPipPipPipPipPip
  • The Sickle
  • The Sickle
  • 241 posts
  • LocationGermany

Posted 07 December 2012 - 10:43 AM

Crysis 3 looks much better and needs lower Performance.
There is a need to increase both in MWO.

#27 fxrsniper

    Member

  • PipPipPipPipPipPip
  • 234 posts
  • LocationEast Coast

Posted 16 December 2012 - 01:25 PM

View Postnigtig, on 07 December 2012 - 08:52 AM, said:


You are confusing CryEngine for Unreal Engine. CryEngine only has "visual quality", and lacks in everything else. No amount of support from Crytek will fix this.



nope.



The real issue is that they used CryEngine, which is horrible for online gaming.

Look how Crysis completely failed online even though the concept was good. It was way too buggy and laggy. It was also full of hackers because the network code was crap (not sure if the network code is part of cryengine or each game makes their own).

CryEngine was a good graphics demo. Nothing else.

It will not be stable, ever.

You obviously know nothing about CryEngine 3.4, also your BullDozer 8 core is not the best solution for gaming which is way PyleDriver cane out so quick

Edited by fxrsniper, 16 December 2012 - 01:28 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users