IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
Hey now, our badges IN GAME (which did not make it in for the last patch, but will for 268) are definitely conforming to the norm, and resemble your personality type, you square.
Hey now, our badges IN GAME (which did not make it in for the last patch, but will for 268) are definitely conforming to the norm, and resemble your personality type, you square.
Good for me I said quadratic and not square. So you wouldn't mean me right?
I ask, rhetorically, how many builds will it take for the CDT team to run out of work? I honestly am not sure they will make it past b270 at this rate and that is not a bad thing.
Hah, I'm sure we'll think of something crazy. There's a lot of things we want to do later down the road if possible that represent exponentially larger amounts of work than what we've done so far in terms of programming and testing man hours. I doubt we'll run out of work any time soon.
You think UWE/CDT would take advice (with notional code provided) from a google engineer. There's also great tweaks provided in the thread by other users.
You think UWE/CDT would take advice (with notional code provided) from a google engineer. There's also great tweaks provided in the thread by other users.
You think UWE/CDT would take advice (with notional code provided) from a google engineer. There's also great tweaks provided in the thread by other users.
Ever since one of the recent updates, I've been getting pauses constantly when anything happens. I've had to make a 11gb ramdisk to be able to play NS2 properly.. So much for pre-caching. Luckily I have 16gb of ram.
Ever since one of the recent updates, I've been getting pauses constantly when anything happens. I've had to make a 11gb ramdisk to be able to play NS2 properly.. So much for pre-caching. Luckily I have 16gb of ram.
As I posted in the topic you made, 267 should help fix this issue for you, as there are options to select the amount of VRAM on your Graphics card, as well as other options to help.
Ever since one of the recent updates, I've been getting pauses constantly when anything happens. I've had to make a 11gb ramdisk to be able to play NS2 properly.. So much for pre-caching. Luckily I have 16gb of ram.
Ever since one of the recent updates, I've been getting pauses constantly when anything happens. I've had to make a 11gb ramdisk to be able to play NS2 properly.. So much for pre-caching. Luckily I have 16gb of ram.
I'm still eyeing the Kodiak skins with suspicion
It's not actually the Kodiak skins - but how NS2 handles textures, VRAM and RAM. In laymen terms, NS2 266 currently cant tell 1) How much VRAM you have 2) The difference between VRAM and RAM (due to how Windows Vista/7/8 works) - but your VRAM is always used first for textures. It's also loading the High-Res textures often off your HDD rather than your RAM at times (and thus, more hitching as your HDD accesses them)
Our solution is, we're providing an option in the Graphics menu to select your Graphics VRAM amount. So if you have 2GB of VRAM, select the 2+GB Option. If you have 1GB, select that. NS2 will then limit the amount of RAM used for texture swaps to about 3/4 of that amount, while ALWAYS keeping the VERY low-res textures on-hand. This means while you might encounter some slight texture popping, your framerate *should* be MUCH smoother and with MUCH less hitching.
In our testing, we let @IronHorse test this, as he's had the WORSE hitching out of anyone. Now he is Uber happy. He cant wait for 267 to be released, let me tell you!
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
We gona get more options then 1 or 2+?
I mean, if you have a inbetween value then 2+ would make you hitch, and 1 would not make you fully utilise all vram, right?
We gona get more options then 1 or 2+?
I mean, if you have a inbetween value then 2+ would make you hitch, and 1 would not make you fully utilise all vram, right?
Options avaible atm are "off", "0.5 GB", "1GB", "1.5 GB" and "2 GB+". (off here means use the old function)
If you wonder why there is not option above 2GB thats basically because there is no map which uses more than 1.7 GB total (loading all textures into the cache).
Beside that there will be a console command to set the exact vram amount the new texture handle should expect to be avaible.
Adding more options is not a big deal, but i think the current ones are enought
BTW i can also confirm that this improves hitching and the way ns2 handles the texture memory alot.
Comments
Heh, I do that too. Hooray lysdexia!
The solution is having ax^2 + bx + c = 0.
OK is 'a' negative or positive? We may be on to something with these hax, er, badges.
Wait, does it need to be a function? If not, shit's gettin cray cray.
http://en.wikipedia.org/wiki/Quadratic_form
Yes that's right... in that case, y would be a constant.
Edit: you are correct sir. I apologize. I didn't look carefully enough. Should be ax^2+2byx+cy^2=0.
Idk what a, b, or c are.... the mystery of the badges continue.
(If my math is off it's BC I haven't taken calc for over 8 yrs)
+ I don't understand all these calculations...
It's what you get when you want a mathematician to solve a practical problem
I mean, why not use Pixels? Or hire a graphics designer in the first place? :P
Tell us its based on this post: http://forums.unknownworlds.com/discussion/134109/proposal-for-abuse-proof-skill-system/p1
You think UWE/CDT would take advice (with notional code provided) from a google engineer. There's also great tweaks provided in the thread by other users.
If you look at the public trello you can open the individual trello cards to see more details/comments by developers. If you look at the skill card:
https://trello.com/c/9r7Le7Aj/251-implement-new-skill-system
You will see a link to a document describing the system.
YAY! Seems like you guys are using his paper as a reference
WHOA! That is seriously cool!! Did you manage to get a nice full server to see how it holds up under late game/load situations?
It actually should be something like:
0.009525 are 36 px in m. I'd understand you might be confused now. Even I had to lookup rotation matrices again.
It's worse now...
Oh my, we are approaching a singularity.
Similar thoughts were had in the making of this thread. Wish I thought of that myself to say it.
edit because this is not an img board :P
As I posted in the topic you made, 267 should help fix this issue for you, as there are options to select the amount of VRAM on your Graphics card, as well as other options to help.
I'll just let this mathematical battle end. Well done sirs, well done.
It's not actually the Kodiak skins - but how NS2 handles textures, VRAM and RAM. In laymen terms, NS2 266 currently cant tell 1) How much VRAM you have 2) The difference between VRAM and RAM (due to how Windows Vista/7/8 works) - but your VRAM is always used first for textures. It's also loading the High-Res textures often off your HDD rather than your RAM at times (and thus, more hitching as your HDD accesses them)
@matso has been working on a new system
Our solution is, we're providing an option in the Graphics menu to select your Graphics VRAM amount. So if you have 2GB of VRAM, select the 2+GB Option. If you have 1GB, select that. NS2 will then limit the amount of RAM used for texture swaps to about 3/4 of that amount, while ALWAYS keeping the VERY low-res textures on-hand. This means while you might encounter some slight texture popping, your framerate *should* be MUCH smoother and with MUCH less hitching.
In our testing, we let @IronHorse test this, as he's had the WORSE hitching out of anyone. Now he is Uber happy. He cant wait for 267 to be released, let me tell you!
I mean, if you have a inbetween value then 2+ would make you hitch, and 1 would not make you fully utilise all vram, right?
Options avaible atm are "off", "0.5 GB", "1GB", "1.5 GB" and "2 GB+". (off here means use the old function)
If you wonder why there is not option above 2GB thats basically because there is no map which uses more than 1.7 GB total (loading all textures into the cache).
Beside that there will be a console command to set the exact vram amount the new texture handle should expect to be avaible.
Adding more options is not a big deal, but i think the current ones are enought
BTW i can also confirm that this improves hitching and the way ns2 handles the texture memory alot.