Can we focus on performance now?!

PoNeHPoNeH Join Date: 2006-12-01 Member: 58801Members, NS2 Playtester, NS2 Map Tester
I've been trying to test out the BETA that I invested in and it's not been possible. I have a M11xR2 laptop from AlienWare with Core i7, 4GB DDR3 RAM, 256GB SSD, and 1GB Nvidia GT335M video card with Optimus. I know these are not the latest and best for today's standards, but it isn't bad either. Hell, some guy just posted 36 FPS avg. on the Crysis 2 benchmark with the same setup as mine less the SSD hard drive I have. Also, I get 150+ FPS constantly on CS:S with all my settings maxed out (literally... AA, resolution, everything). I don't expect NS2 to run at 100+ FPS, but a nice 40+ FPS avg with my system is more than reasonable.

I know that there are still lots of kinks to work out in the game still, but I feel like you guys are going on tangents and not focusing on performance. I understand how this happens when you guys are all testing and developing on top-of-the-line machines, but that isn't the case with the majority of the people who will buy and have bought this game. I just feel that details such as alien vision (which you guys just stumbled upon) can come later.

I want to contribute as much as I can to the community, but honestly I haven't been able to get more than 5 minutes of horrible 10-15 FPS gameplay before calling it quits.
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Comments

  • Dank McShwaggerDank McShwagger Join Date: 2009-06-10 Member: 67784Members
    from what i understand there is a focus on performance but not everyone at UWE is a network programmer. so those not working on performance issues need to occupy themselves with other tasks such as feature implementation.
  • SopsSops Join Date: 2003-07-03 Member: 17894Members, Constellation
    The game will probably not reach a high level of optimization until they are finished adding features and the developers already have an outline of what features they want for v1.0
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    edited February 2011
    It makes little sense to fully optimize performance now and have the game stutter again later on when Marines are dashing around with jetpacks and Onos are tearing down walls.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited February 2011
    UWE releases 1patch thats not all about performance tweaking and suddently they all crawl out of their troll caves and fire their laz0rs... :)
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    edited February 2011
    No laz0rs, only Khlav Kalash.

    Or Bee-Sebbinteen Bawmaz.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Don't see how throwing extra people who mainly understand the LUA game play code at the c networking code is going to produce any fixes if not actually delay the process. I understand it looks bad having next big feature after next big feature without as noticeable improvements to performance, but it seems like the current approach in theory is the most efficient (although it might not appear like that with the poor performance still).

    Seemed like garbage collection was supposed to be fixed for this patch but it never was. I'm pretty sure this is one of the more major issues causing hitches. Next patch needs to fix this. I bet the entire community would be happy with a GC fix that included not a single other fix with it. From what I was reading posted by others playing with their GC settings, they were able to significantly improve their performance.

    Even if holding off on extra gameplay features is counter-productive, it might be a good idea to develop them and just not add into our patches until performance is fixed. People are clearly getting the wrong message. Even those who understand the dilemma are starting to as well. Not good.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1833387:date=Feb 18 2011, 09:54 PM:name=PoNeH)--><div class='quotetop'>QUOTE (PoNeH @ Feb 18 2011, 09:54 PM) <a href="index.php?act=findpost&pid=1833387"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I understand how this happens when you guys are all testing and developing on top-of-the-line machines, but that isn't the case with the majority of the people who will buy and have bought this game.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I've seen this mentioned multiple times, and its a complete fallacy. We are not developing on top-of-the-line machines. Most of us are running machines that are 3 years old. I get about 10 FPS when I run the game on my office computer, and I know at least several of the other guys do, as well, so its just as frustrating for us playtesting and running the game as it is for you.

    Performance remains a focus, but a lot of the larger improvements are bigger tasks that are a work in progress. If we have bug fixes and some cool new features we don't want to hold up the release of a patch, just because some of the optimization tasks aren't done yet. Some patches will have optimization improvements, some won't, but it doesn't mean performance isn't being continuously being worked on.

    --Cory
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    edited February 2011
    Meh, dev posted right above me while I was writing my troll remark.
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    Get a new computer
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    People who complain about super-low performance should run a LAN game.
  • Lemming JesusLemming Jesus Join Date: 2010-04-13 Member: 71385Members
    We're just confused why we are still unable to play the game. From the outside it seems like the devs are not having any issues at all. You guys decided to move to beta with broken performance and massive parts of gameplay missing. We're just now getting DI and it changes the entire way the game works. It's hard to test these gameplay features when no servers can handle a full team of 16 players. Who's to say anything is balanced if we're not doing much more than team deathmatch?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1833406:date=Feb 18 2011, 11:23 PM:name=Lemming Jesus)--><div class='quotetop'>QUOTE (Lemming Jesus @ Feb 18 2011, 11:23 PM) <a href="index.php?act=findpost&pid=1833406"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We're just confused why we are still unable to play the game. From the outside it seems like the devs are not having any issues at all. You guys decided to move to beta with broken performance and massive parts of gameplay missing. We're just now getting DI and it changes the entire way the game works. It's hard to test these gameplay features when no servers can handle a full team of 16 players. Who's to say anything is balanced if we're not doing much more than team deathmatch?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Gameplay is not the thing we are supposed to test right now and performance is somethin...

    !

    Why do I keep trying to bother, in a few days another one of these threads will pop up :/


    Here guys have the fully featured search engine for these here forums:
    <a href="http://www.unknownworlds.com/forums/index.php?s=&act=Search&mode=adv&f=0" target="_blank">http://www.unknownworlds.com/forums/index....ode=adv&f=0</a>
  • SlithersSlithers Join Date: 2010-07-30 Member: 73368Members
    The reason why they are not working fully on performance is because, if they keep adding in new mechanics, new abilities or whatever the case may be, it puts the game right back to a crap state, where it will feel laggy, unoptimized. They're trying to make the game first from ground up from us playing and them tweaking and then when the game is pretty much close to complete, they will focus on cleaning up the engine.

    Any smart game designer would work in that same method or pattern, to work on performance while still implementing a tremendous amount of new content/material isn't very wise.

    Let them do their thing, it's beta guys not the final version of the game, clearly, half the abilities are still not implemented yet and honestly, the game is still very playable, If you want to see a mess of a beta or even launch, you should have played

    Age of Conan.

    The was byfar the worse experience I have ever had in a video game and it's still like playing a beta even after 2 years of release. NS2 is on the right track, with the money they have, the small development team, these guys are sick at what they do, it's inspiring actually.

    Keep up the good work NS2, you guys are on the right track, don't water the game down for newbs, keep it skill/team based and keep those intriguing creative idea coming that you guys have been doing, the world is dying for a next gen game with old gen gameplay!

    I miss CS 1.3, NS1, Duke Nukem 3D days :(

    DON'T LET US DOWN!
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    <!--quoteo(post=1833415:date=Feb 19 2011, 12:52 AM:name=Slithers)--><div class='quotetop'>QUOTE (Slithers @ Feb 19 2011, 12:52 AM) <a href="index.php?act=findpost&pid=1833415"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The reason why they are not working fully on performance is because, if they keep adding in new mechanics, new abilities or whatever the case may be, it puts the game right back to a crap state, where it will feel laggy, unoptimized.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <img src="http://primates.ximian.com/~miguel/pictures/well_actually_trollcat.jpg" border="0" class="linked-image" />

    Well, actually it's not true at all. They have fundamental problems and not things like drawing 10-100k tris over limit. They're working on it as they said.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1833415:date=Feb 19 2011, 12:52 AM:name=Slithers)--><div class='quotetop'>QUOTE (Slithers @ Feb 19 2011, 12:52 AM) <a href="index.php?act=findpost&pid=1833415"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The reason why they are not working fully on performance is because, if they keep adding in new mechanics, new abilities or whatever the case may be, it puts the game right back to a crap state, where it will feel laggy, unoptimized. They're trying to make the game first from ground up from us playing and them tweaking and then when the game is pretty much close to complete, they will focus on cleaning up the engine.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I see this argument pop up more frequently as time passes. Do keep in mind that while the statement is true, sometimes performing optimization is crucial to figure out what works, and more importantly, what does not. Case in point is Flash (which has been largely replaced by a Lua-interface and will probably be gone completely by release). As an interesting side-note, I do wonder whether they would've gone with Lua had they the chance to start over completely (as it's proving to be quite a performance-bottleneck).

    You should also consider that this game is no longer in-house, but out in the open, which kind of forces them to perform a bit more optimization than they normally would have. Simply put, people expect something that runs better than this, it might not be reasonable, but that's the way it is (spoiled by SC2\TF2's definition of 'beta' perhaps?). You could've seen that coming from miles away when the beta was first announced, and acting like they're somehow bumbling idiots isn't the answer.
  • SlithersSlithers Join Date: 2010-07-30 Member: 73368Members
    "well actually"



    So, let's all just keep crying about it on the forums with our tears and hopefully they can make a cup full of them and make a toast before they drink them.

    So many losers, so little time.
  • syprosypro Join Date: 2009-10-31 Member: 69195Members
    It would be very nice if the game would finally become playable for real. Im not talking a about hardware performance but about server/netcode performance. It's really annoying because the game is feeling really great, and i really want to play it, but you just can't.

    Maybe some answers from Max could explain things a bit ? Im pretty sure the answer ain't as easy as it might sound.
  • RebelRebel Join Date: 2003-04-10 Member: 15371Members, NS2 Playtester, NS2 Map Tester, Subnautica Playtester
    edited February 2011
    Sigh, it's no good complaining about the engine performance at the same time as talking about gameplay, do you expect the rest of the studio to be stand behind Max for a week and watch him work on engine optimisations???

    <!--quoteo(post=1833438:date=Feb 18 2011, 09:05 PM:name=sypro)--><div class='quotetop'>QUOTE (sypro @ Feb 18 2011, 09:05 PM) <a href="index.php?act=findpost&pid=1833438"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe some answers from Max could explain things a bit ? Im pretty sure the answer ain't as easy as it might sound.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I should think the answers are mostly related to him simply not enough hours in the day for the poor man and UWE not having the budget to hire a full team to work on the engine.

    While I am along with everyone else wanting to play a fully working game as soon as possible, I endorse "when it's done" unless we are talking valve time / 3DR take on this resulting in a teenage game.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    I thought we got over the poor performance issue back in August.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    edited February 2011
    163 runs fine on my PC, averaging 50fps now on high at 1080p. Laptop with a substantially slower GFX chip and CPU manages around 20 fps on High at 720p.

    The human eye will accept any performance that's around about 12fps as movement. 24 fps is acceptible (used in film) and anything over 30fps is usually perceived as smooth.

    If you're getting above 24 fps, quit complaining. It will get better. Or, if you cant wait, buy a faster computer. If you cant afford to buy a faster computer, quit complaining. You knew it was a game that was going to be in development for a long time, like NS1 was.
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    Oh, please, god no. "Human eye operates at 30 fps" flame bait has been planted. RUN FOR YOUR LIVES!

    In other news, "Integrate stack based C++ objects into Lua" marks the beginning of Max's development of a complete interface between Lua and C++. This corresponds to the opening of the 6th seal and prophecy states that only 1 Mayan-calendar long count year remains until the 7th seal is opened, upon which the entire game will be re-coded in C++.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited February 2011
    <!--quoteo(post=1833441:date=Feb 19 2011, 09:48 AM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Feb 19 2011, 09:48 AM) <a href="index.php?act=findpost&pid=1833441"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->163 runs fine on my PC, averaging 50fps now on high at 1080p. Laptop with a substantially slower GFX chip and CPU manages around 20 fps on High at 720p.

    The human eye will accept any performance that's around about 12fps as movement. 24 fps is acceptible (used in film) and anything over 30fps is usually perceived as smooth.

    If you're getting above 24 fps, quit complaining. It will get better. Or, if you cant wait, buy a faster computer. If you cant afford to buy a faster computer, quit complaining. You knew it was a game that was going to be in development for a long time, like NS1 was.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This is not entirely true. Film, you see, uses motion blur, which smooths out the frames. You need many more frames per second with video games than with film to see it 'smooth'.
    <a href="http://www.100fps.com/how_many_frames_can_humans_see.htm" target="_blank">Reference.</a>

    juice: you lost me.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Not entirely sure what's ment with that tracker-entry, possibly exposing C++ stack-based allocated objects to Lua. I bet juice is having a laugh at how much closer to C++ each new build gets (which it perhaps should've been completely from the start, see my previous post).
  • F0xF0x Join Date: 2010-12-22 Member: 75865Members, Reinforced - Gold
    Actual FPS is not a problem imo. On most PC, the game can be playable at, at least, 25-30 fps. The real problem at the moment is the omnipresent lag, on almost all server. Optimizing netcode must be the priority.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    The problem is uniform F0x, it's the internal performance (partly, you guessed it, Lua). The engine isn't producing enough frames, this is not as much of an issue for the client, but the low tick-rate of the server bogs down the entire game. The netcode in and of itself might not be to blame here.
  • PampelmusePampelmuse Join Date: 2005-04-06 Member: 47641Members
    <!--quoteo(post=1833495:date=Feb 18 2011, 11:07 PM:name=F0x)--><div class='quotetop'>QUOTE (F0x @ Feb 18 2011, 11:07 PM) <a href="index.php?act=findpost&pid=1833495"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actual FPS is not a problem imo. On most PC, the game can be playable at, at least, 25-30 fps. The real problem at the moment is the omnipresent lag, on almost all server. Optimizing netcode must be the priority.<!--QuoteEnd--></div><!--QuoteEEnd-->

    why do some ppl here still argue where the priority is on atm? everythings on priority as there are to-do's in different aspects of the game, which are divided amongst the team according to their profession.
    getting tired of all the whine about "pleez get my probs fixed at first i have no clue what exactly you are doin in san franziscoez but u gotta halp me furst"
  • PoNeHPoNeH Join Date: 2006-12-01 Member: 58801Members, NS2 Playtester, NS2 Map Tester
    Guys, I didn't mean to sound redundant or start a war. I was just stating as observation I made. It is very frustrating to see these awesome new features coming out and not being able to have at them. Especially when my machine is not what's holding me back (trust me, I have played will all the settings imaginable).

    I understand that you must first get all your pieces lined up before putting your product together (I am an engineer), but I feel like they would better utilize the community if more of us were able to partake in addressing bigger issues. Believe it or not, no matter what you think, the balance and gameplay aspects of the game will be resolved, if ever, much after the game has been optimized to run as it should.

    In a different note, I am glad that Cory popped in and expressed his situation. I feel like they sympathize with some of us. Now let's hope if something gets done sooner than later. :)
  • ae.ae. Join Date: 2011-02-18 Member: 82424Members
    edited February 2011
    I posted this in another thread but ill post it here to :)

    I Have a few questions about the performance of the current build, my computer can run some powerful games and yet when i start a server or join a game the FPS is terrible.

    Now i don't want to read 98 pages so excuse me if it has already been mentioned in this thread but is there a reason the performance dips so low, i was looking around and realized that the maps use alot of realtime lights and i recently found out that these if used improperly and too often can really lower the performance of the levels.

    I'm not sure how the Spark engine handles the lights so i could be completely wrong but the engine that i use at work requires a little bit more thought when the level designer/level artist are placing the lights. we use a combination of baked lighting and real-time lighting to help performance.

    I would really love to know why the performance is so bad and if it has something to do with the lighting or if there is another issue occuring that could be a problem.

    The reason im so interested is that i would really like to make a custom map but i would like to know some of the limitations when creating one.

    Cheers,

    Arman
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited February 2011
    "Can we focus on performance now?"
    "What, like we haven't been already for the past two months?"

    The answer is that the tasks are split. Artists don't help with the optimisation, game coders don't help with the optimisation (well they can, but it's limited, and Max has stated that he wants to write a system to eliminate this need), as it is out of their area of expertise and knowledge. The engine/technical coder (Max) does do the optimisation and lately it's pretty much all he does. The only other two things from memory that he's done recently is add decals and add alien vision mode.
  • F0xF0x Join Date: 2010-12-22 Member: 75865Members, Reinforced - Gold
    Don't misunderstand what i say, i'm informed of all work put in the game.

    My post wasn't an order or a request, just my personal (and noobish) point of view on the perf situation :)
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