because for all we know, Hadean’s actually licensing that stuff for the occassion for $500,000.
Source (please) ?
because for all we know, Hadean’s actually licensing that stuff for the occassion for $500,000.
Source (please) ?
Same here, I thought I had no ammo most of the time. When they did fire the screen jumped all over the place.
First off, thanks to Hadean and CCP, for bringing us the opportunity to test this novel technology! You guys are brave, you took the risk, accepted the challenge and you did your best. It was a pleasure to be part of this test. It was awesome to be able to shoot so many fellow players, good fight folks!
Here is my feedback:
At first, when the demo started, the framerate was really good, around 120. The game was running smoothly. When more players joined in and everyone started shooting, FPS dropped to around 60 and then 30. And when the computer simulated pilots were added, in the center of the battle with all the torpedoes flying around, FPS was about 17 or so. But then with time FPS was able to keep up to around 30 and more.
I guess it also depends on my PC specs, which are modest, compared to today’s standards. Intel Core i3 4170 @ 3,70 GHZ CPU, NVIDIA GeForce GTX 960 2 GB, 8 GB DDR3 RAM, old school spinning HDD.
During the test, the stress was put on the CPU, load was at about 70%. Memory usage was at about 30%, with only the demo and Discord applications running. Hard Disk usage was moderate.
There was a problem with the displayed flying torpedoes, most of them seemed to fly in the same direction. Reading the comments I also tend to agree that there has been some Grid transitions, that were not smooth, causing flying torpedoes and ships to disappear and reappear again. Rubberbanding too at some occasions. I did not see the explosions of the ships that I destroyed, but my own ship explosion was displayed upon destruction.
For a large portion of the time, when firing my torpedoes, they did not seem to be displayed correctly, looked like they just vanish, but maybe that was because they were occluded by the ship, when they set their trajectory to target.
Worth mentioning that these torpedoes were just huge, larger than the ships themselves. Maybe the performance would be better if they were smaller (easier for the engine to display).
Engine trails of my ship were sometimes displayed incorrectly, making zig-zag patterns, then returning to their normal state. Seemed a bit unstable.
But even with the issues, the game was running surprisingly smooth, lag was minimal even with all the 12,000 ships and millions of torpedoes at the place. With some smart tweaking I can see this can work wonders for EVE!
Maybe in future tests, there should be some UI brackets that highlight players, so that they can be seen easier.
Would be good if, in future tests, you guys employ the EVE: Valkyrie ship handling and controls, for better maneuvering options for pilots. Honestly if you just port Valkyrie in the demo (if possible), with the cannons and missiles combination for each ship, that would be a more dedicated test, to see how more complex spaceship simulation would behave. If you have the time, I recommend you set up such a test, would be awesome to play.
I do realize that this was just a simple demo, made with the purpose to gather data on performance, among other things, and I am optimistic about developing the tech further. I would gladly join future tests of this kind.
It is clear that this test date was coordinated for the GDC events, that is fine. But that is probably the main reason why not all of the players were able to show up.
For future tests of this kind I recommend choosing a weekend date, with distributing client and passwords days before the event, so that everyone can prepare in advance. Time zones will not be that much of an issue if the test day is Saturday, for example. Just wanted to mention these things, I am sure you perfectly know how to schedule the next tests.
Overall this is a good start! I am looking forward to see how things will progress from here on.
Had good time pew pewing, for me the game crashed only once during the first launch but after that I played through the whole test demo. Managed to get 65 kills 7 deaths.
Anyway, the thing ran just fine for me. I had +100 fps at first, until 3000 players. Then it started to dip down, and when they added bots into the mix, my fps dropped to like 20 or so, when I was in middle of all the rockets. But outside of the fight area, near the edges, my fps bounced back to +100.
Specs: i7-4770k, rx480 8gb, 16gb ram.
With fights I noticed that if the ships span around their axis while staying in place, they were most likely disconnected/already dead and couldnt be killed. So I concentrated on shooting ships that were also shooting, because those most likely were connected. And usually they took the hits and counted towards kills. Also sometimes the rockets people shot started flying in random directions. Sometimes my ship shot them straight up even I was aiming someone right in front of me. Oh and my sounds crapped up almost immediatly, and then the game was just mute, but I believe that was engine (UE) issue.
I saw some people rubberbanding, but I didn’t rubberband at all. I remember seeing my ping fluctuate a lot though, but it didnt visually affect my game.
Anyway, it was a really nice experience and I hope the data you got from this test is useful. Good luck with the project! Gonna join again in if you have similar test in future.
I am not an expert, but I believe that if both EVE Tranquility server and Hadean’s Aether Engine tech were employed to boost EVE gameplay, large battles lag can be mitigated and Time Dilation solutions would be used less. All this can really lead to better fleet fights, when we decide to try and break things.
Didn’t learn your lesson with how local turned out eh?
What do you mean?
I believe he’s referring to the “cloud based operating systems”, i.e. the outsourcing of game components to the cloud. For what is effectively (or at least would be) a real-time system, having it in ‘the cloud’ isn’t a great idea, I don’t think.
I will note I haven’t finished reading the entire dev blog yet.
Regards,
Cypr3ss.
The thing with success is that it does not come overnight. It will always be a difficult, tumultuous path to go through, while facing a zillion of naysayers reminding you of yesterdays. Yes, eve online had it’s ups and downs, but without experiment, life would not be worth living. While, Eve online is still here, rippling its existence around the world 15 years after its first days. Procrastination is the real strength of innovators (Steve Jobs, Jack Ma, Christian von Koenigsegg, etc) and those who achieve their goal. So I say, fly boldly into the night Mr Hillmar/CCP team, and do what you feel is right.
“we’re also developing plans to address key community concerns including capital balance”
It’s not the cost or power of (super)capitals. If their power is reduced, you just throw more F1 monkeys into more hulls to make up the difference. If they cost more, you just throw more F1 monkeys into resource gathering to make up the difference.
The issue is that you can gather so many F1 monkeys together without any sort of penalty whatsoever (no, TiDi isn’t a penalty). In fact, much of Nullsec sovereignty system encourages pumping more and more people and activity into a system, counter to common sense, instead of trying to spread people out. When your available resources INCREASE the more they are farmed, you know you have a broken system.
Solve the issue of gathering unlimited numbers of characters in one place with no associated costs, and you’ll go a long way toward balancing EVE. The industry system, and its associated System Cost Index is the only true anti-blobbing mechanism we have in the game, but even that is insufficient when faced with unlimited resource gathering (ie, Delve).
You need a benefit to owning sov. So some systems should benefit from more people in one place. Basic resource generation though I think you have right.
However this probably is not the thread for that discussion. What might come out of this thread is line of sight weapon mechanics and that really impacts the blob.
Blah blah, CCP inventig a wheel, that problem is solved today but CCP do not have enough money to buy solution, because of that they are just acting how they “solving a problem”
You want CCP to solve the “issue” of people joining together and forming friendships and alliances?
You want CCP to solve the “issue” of people joining together and forming friendships and alliances?
Absolutely. No one should have any friends in games.
And then, there’s the other extreme where you have 5000 of your closest friends overwhelming game servers that weren’t prepared for that number of players all at once. Love them or hate them, Goons did take CCP’s dreams of large groups of people engaging each other at once and turn it on its head, showing through coordinated efforts many holes in their designs.
Those holes can be fixed. And you can even still have friends in the process.
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