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14 Fps, What Gives Pgi?


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#61 Oderint dum Metuant

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Posted 30 December 2012 - 10:14 AM

View PostThirdstar, on 30 December 2012 - 10:05 AM, said:


You're aware that you're massively deflecting what I was referring to right. The poster I quoted thinks that because we pilot giant stompy robots that the game renders them to scale. It does not. The poster also mentioned that the MWO maps are 'gigantic by today's standards'. They are not. Dispute those two points I made, the rest is just futile deflection.


Actually no, the two points are fairly tied together. By most FPS standard the maps here are fairly big, zipping around at 60+kph and the associated mountain/hilly terrain makes them feel small.

Your right about the way the engine scales the size however.

They have opted with their small design team to go for, good looking maps, over large barren copy paste the same desert and base method you see in PS2, inherently the good looking maps take more time to make, even longer if they are produced by only handful of people.

Had they gone with the ugly but more larger and numerous map style, people would have cried zomgs this is 2012 and your using cry engine...why the ugly maps!

Catch 22, like all of the design choices.

#62 Mikhalio

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Posted 30 December 2012 - 10:17 AM

View PostDV McKenna, on 30 December 2012 - 10:14 AM, said:


Actually no, the two points are fairly tied together. By most FPS standard the maps here are fairly big, zipping around at 60+kph and the associated mountain/hilly terrain makes them feel small.

Your right about the way the engine scales the size however.

They have opted with their small design team to go for, good looking maps, over large barren copy paste the same desert and base method you see in PS2, inherently the good looking maps take more time to make, even longer if they are produced by only handful of people.

Had they gone with the ugly but more larger and numerous map style, people would have cried zomgs this is 2012 and your using cry engine...why the ugly maps!

Catch 22, like all of the design choices.


While that is all very interesting. I'm certain the correct answer to the OP's question is found 1 page back.
In fact, rendering and the size of the mechs have nothing to do with the Crytek code or logistics. Crytek itself in Crysis 3 can support over 64 players on a map, and be stable. Those maps were about 4x the size of the 'forest box canyon' we play in MWO.

Stop throwing around bad information, you are getting the pubbies confused and PGI will get even more confused.

#63 Thirdstar

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Posted 30 December 2012 - 10:18 AM

View PostDV McKenna, on 30 December 2012 - 10:14 AM, said:

Catch 22, like all of the design choices.


Honestly i'd be more than happy to get more than 8 FPS in a brawl (and I have a brawny rig custom built to play games). Map sizes be damned.

FPS drops when I torso turn, FPS drops when I brawl, FPS drops further with even one ECM mech on map. Oy vey.


View PostMikhalio, on 30 December 2012 - 10:17 AM, said:

While that is all very interesting. I'm certain the correct answer to the OP's question is found 1 page back.
In fact, rendering and the size of the mechs have nothing to do with the Crytek code or logistics. Crytek itself in Crysis 3 can support over 64 players on a map, and be stable. Those maps were about 4x the size of the 'forest box canyon' we play in MWO.


This man speaketh the troof.

Edited by Thirdstar, 30 December 2012 - 10:19 AM.


#64 Oderint dum Metuant

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Posted 30 December 2012 - 10:23 AM

View PostMikhalio, on 30 December 2012 - 10:17 AM, said:

Crytek itself in Crysis 3 can support over 64 players on a map, and be stable. Those maps were about 4x the size of the 'forest box canyon' we play in MWO.


I'll be the first to admit, i have not kept up with Crysis 3, but i believe that is not due for release until 2013 (February?)
Where have you found such information?

#65 Grraarrgghh

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Posted 30 December 2012 - 10:28 AM

View PostMikhalio, on 30 December 2012 - 10:17 AM, said:


While that is all very interesting. I'm certain the correct answer to the OP's question is found 1 page back.
In fact, rendering and the size of the mechs have nothing to do with the Crytek code or logistics. Crytek itself in Crysis 3 can support over 64 players on a map, and be stable. Those maps were about 4x the size of the 'forest box canyon' we play in MWO.


The Crysis 3 Alpha ran significantly worse for me than MWO, so who the **** knows.

#66 Adridos

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Posted 30 December 2012 - 03:54 PM

View PostThirdstar, on 30 December 2012 - 09:55 AM, said:

You really have no idea what scale means do you? Here's a hint though, even if the mechs are supposed to be between 10 metres and 18 metres tall, the game is rendering them as if they're roughly the size of a human in other games.


nope.jpg

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A wise man checks his facts, stupid one just thinks he's right. :)

Edited by Adridos, 30 December 2012 - 03:55 PM.






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