No crashes as of yet.
Frame rate from 60-100 to 100-150 (All settings low, 3770k gtx 680, 8gb RAM)
Game feels reaaaally smooth on my 120hz now (lightboost ON)
Just to add that on your next free weekend, please advertise the performance improvement (if really no unstable thing happen; but after having played ~1h; the build seems fine and faster for everyone).
i.e. place a label "Performance Improved" on the image in the Steam news. A gamer seeing that would - I believe - be tempted to test once more the game; and it is a "open"/transparent thing to do (since it kind-of looks like UWE would kind-of be admitting to non-forum people that the past performance were something; I don't want to be mean saying that; but let's be realistic; a big part of the free-weekend is aimed to non-forum people); and I feel it is needed to regain some players (some would probably skip it if they feel it's a free weekend like any other; while it would be the first one since a big performance improvement).
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
edited June 2013
Glad so many are getting improvements. I didn't see much. Haven't been able to get into a full game to really test it past the point of moving around an empty map though.
Now we just need a more interesting (BT) game, an interesting new map, some interesting grenades, an interesting womanly marine and then a relaunch could be interesting.
Oh, and Docking looks incredible. Jaw dropped when I walked out into courtyard.
I'm getting 0-7 fps during 200 drifter hallucination rush as a commander. Some times crashes server.
Other then that late game is officially playable now.
I'm intersted to see where the steady 60fps line is in terms of hardware.
I'm on an i5 650 @3.8ghtz
8gb ddr3 1600
AMD HD7870
Getting 120ish early game, was 110 before. 90ish late game, was 25-30 before. My monitors are 60htz but somehow the early game still "feels" smoother then before too. Pretty happy about all this.
Next: openGL and Linux client. Pat your selves on the back and get back in your dev hole.
I didn't see much. Haven't been able to get into a full game to really test it past the point of moving around an empty map though.
You won't see much difference in a scenario like that unless your computer was previously really chugging along/ low spec.
Its the CPU intensive scenarios that have plagued NS2 since the beginning that have been improved mostly - with the added benefit of "smooth" responsive frames as well.
(and maybe room to improve interp and client update rate finally too , who knows)
just curious, if this implementation of luajit is done by fsfod (excellent job btw, missing your non-flash mod too!), did he take over max's luajit project? because I thought max was working it and was surprised to see fsfod's name. Is max solely working on OpenGL and D11D now?
I've got so use to compensating for the subtle stuttering effect and fluctuating fps count that the performance increase made it hard for me to aim. I am impressed.
I'll need to spend some more time with it, but first impressions are very good.
Nice work.
The only issue I see with the update is that egglocking and IP rushing is still possible. Just checked it out, can't find any populated servers, but I'm not seeing any FPS spiking/CPU stuttering anymore. Impressive update, hope to see it out soon! Definitely make it a big announcement that the game is running much more functionally and hold a discount in the steam summer deals, hopefully drive some new meat in.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
Incredible.
I just tried this with Sewlek's BT. The skulk/fade movement are glorious. Can't wait for the new movement to be integrated and for this build to be released. It feels like a whole new game.
I'd love to play a game with the BT in this build but there are no servers hosting it yet and trying to host a local one had some issues with the starting hive cysts and some of the fade effects. Not sure if the fade blink effects are bugged in vanilla too, I'll have to take another look some time. But yeah, this is pretty awesome.
I got about 15fps improvement on average. I am surprised that my gpu is now my limiting factor. I wish ns2 would accept and overclock over 1050 like every other game does...
Didn't get much of a performance boost whatsoever in an empty server. Still drops down to 30-40 fps depending on the where I look in the map, despite Waiting For GPU always showing 0 ms. Got to see how it handles action loaded moments, but thus far I couldn't notice any difference at all, except for slightly shorter timeouts after packetloss.
fanaticThis post has been edited.Join Date: 2003-07-23Member: 18377Members, Constellation, Squad Five Blue
edited June 2013
This is great news. With better performance, the need for a functional fps limit command also increases, though. It would be really great if you could sort out the problems with the maxfps command in time for full release of this patch.
I get about 10-15 more FPS when there's not much going on, but more importantly, it feels a *lot* smoother overall, and FPS is much more stable during fights and end-game. We had a nice 50-minute game on the [T.W.A.T.] 249 test server, and everything looked stable as well.
The only thing is that skulks and fades will need a buff when this goes live... they are a lot easier to hit now Noticed from playing both sides.
Specs: i5-2500k, Radeon HD6850, both at stock speeds
Some FPS impressions glanced from r_stats:
- Running around, early game: ~70 -> 80-100
- In-fight, early game: ~40 -> ~60 maybe?
- End game: ~30-40 (playing like 15) -> ~40-70 (and plays like it)
GPU seems to be the limiting factor now, which is great.
This is great news. With better performance, the need for a functional fps limit command also increases, though. It would be really great if you could sort out the problems with the max_fps command in time for full release of this patch.
What do you mean? It's not working or doesn't feel smooth?
If it's not working it may be because it's maxfps, without underscore
Yeah; server browser should have an information being the build of the server itself; so the server owner doesn't have to add it manually and update it every patch...
I would suggest listing them with a game mode of "ns2 beta" automatically. Putting stuff in server names is just clunky.
just curious, if this implementation of luajit is done by fsfod (excellent job btw, missing your non-flash mod too!), did he take over max's luajit project? because I thought max was working it and was surprised to see fsfod's name. Is max solely working on OpenGL and D11D now?
I think that there was a re-implementation of Lua specialized for NS2 ("Rocket") but wasn't based on LuaJIT.
Just with that ns2servers was working so we could easily compare the tick over time between beta and live.
Lets just hope this is only the beginning of even more improvements down the road. I keep telling people think of the performance was a year ago vs today and then 6months ago. Is there still work to be done even with this latest version, yes. However, every month NS2 is getting closer and closer to having smooth gameplay even on long maps. Just imagine where we will be a year from now!
Comments
Frame rate from 60-100 to 100-150 (All settings low, 3770k gtx 680, 8gb RAM)
Game feels reaaaally smooth on my 120hz now (lightboost ON)
i.e. place a label "Performance Improved" on the image in the Steam news. A gamer seeing that would - I believe - be tempted to test once more the game; and it is a "open"/transparent thing to do (since it kind-of looks like UWE would kind-of be admitting to non-forum people that the past performance were something; I don't want to be mean saying that; but let's be realistic; a big part of the free-weekend is aimed to non-forum people); and I feel it is needed to regain some players (some would probably skip it if they feel it's a free weekend like any other; while it would be the first one since a big performance improvement).
Good job btw.
Now we just need a more interesting (BT) game, an interesting new map, some interesting grenades, an interesting womanly marine and then a relaunch could be interesting.
Oh, and Docking looks incredible. Jaw dropped when I walked out into courtyard.
Other then that late game is officially playable now.
I'm intersted to see where the steady 60fps line is in terms of hardware.
I'm on an i5 650 @3.8ghtz
8gb ddr3 1600
AMD HD7870
Getting 120ish early game, was 110 before. 90ish late game, was 25-30 before. My monitors are 60htz but somehow the early game still "feels" smoother then before too. Pretty happy about all this.
Next: openGL and Linux client. Pat your selves on the back and get back in your dev hole.
They are the ones happy, at least the GPU side.
Its the CPU intensive scenarios that have plagued NS2 since the beginning that have been improved mostly - with the added benefit of "smooth" responsive frames as well.
(and maybe room to improve interp and client update rate finally too , who knows)
Ill check it out then since steam usually downloads at around 8mbs for me.
I'll need to spend some more time with it, but first impressions are very good.
Nice work.
I'd say probably in Build 249.
That would be great.
I just tried this with Sewlek's BT. The skulk/fade movement are glorious. Can't wait for the new movement to be integrated and for this build to be released. It feels like a whole new game.
I'd love to play a game with the BT in this build but there are no servers hosting it yet and trying to host a local one had some issues with the starting hive cysts and some of the fade effects. Not sure if the fade blink effects are bugged in vanilla too, I'll have to take another look some time. But yeah, this is pretty awesome.
Game feels more smooth in general.
Bot matches are a lot more fluid, though.
The only thing is that skulks and fades will need a buff when this goes live... they are a lot easier to hit now Noticed from playing both sides.
Specs: i5-2500k, Radeon HD6850, both at stock speeds
Some FPS impressions glanced from r_stats:
- Running around, early game: ~70 -> 80-100
- In-fight, early game: ~40 -> ~60 maybe?
- End game: ~30-40 (playing like 15) -> ~40-70 (and plays like it)
GPU seems to be the limiting factor now, which is great.
(edit: server name got filtered ^^)
What do you mean? It's not working or doesn't feel smooth?
If it's not working it may be because it's maxfps, without underscore
I would suggest listing them with a game mode of "ns2 beta" automatically. Putting stuff in server names is just clunky.
I think that there was a re-implementation of Lua specialized for NS2 ("Rocket") but wasn't based on LuaJIT.
Lets just hope this is only the beginning of even more improvements down the road. I keep telling people think of the performance was a year ago vs today and then 6months ago. Is there still work to be done even with this latest version, yes. However, every month NS2 is getting closer and closer to having smooth gameplay even on long maps. Just imagine where we will be a year from now!