When is performance going to be focused on?
swansong
mk Join Date: 2013-11-04 Member: 188985Members
I have two problems with this game in terms of performance.
1. The load times are so long... like I have it installed on an SSD and it takes 4/5 times longer than any other game. When I'm waiting 60 seconds for the game to load compared to 5 seconds on everything else... there is a problem, especially seeing as the game doesn't have a lot to load.
2. Massive server lag, they just cannot cope with the game, constantly I'm killed after running around a corner, but also the hit detection is shit and constantly I have that thing where I'm warped back slightly and it is annoying!
1. The load times are so long... like I have it installed on an SSD and it takes 4/5 times longer than any other game. When I'm waiting 60 seconds for the game to load compared to 5 seconds on everything else... there is a problem, especially seeing as the game doesn't have a lot to load.
2. Massive server lag, they just cannot cope with the game, constantly I'm killed after running around a corner, but also the hit detection is shit and constantly I have that thing where I'm warped back slightly and it is annoying!
Comments
"doesn't have to load a lot".....
I suggest you type f_log in the console next time you load a map.
They just had less experience when they developed the game, like ghost said.
1. No idea what you did but an SSD loads the game really quick. I'm not sure what games you are comparing it too but the load time isnt really that slow.
2. Welcome to interp. As for the rubber-banding, that only happens on sh!tty servers and/or combat servers.
Performance has literally doubled over the last year.
The scary thing about it is they are using this engine for future game endeavors. So expect really bad net code for their next release.
Not true. It did double, until after 249. Since then performance has decreased, ESPECIALLY post-reinforced.
We believe in you SamusDroid! heh
Honestly, that is one of the things the game needs the most imo. The lua implemented game code for this is eating performance and killing modding potential at the same time (due to needing strict consistency checking alongside of it).
Still, even if that probably won't ever happen, the game performance has been steadily getting better over the years. My current bottleneck is actually my graphics card.
In fact speaking of load times, I had a map load in less than 10 seconds the other day. Very strange.
I need to stay away from threads like this, I love this game so much but I feel passionate emotions of sadness and anger when I think about how good this game could have been compared to what it is (and unfortunately will never be).
My frames have never decreased. In beta I used to get 60-80 early game, now I am getting around 150 on vanilla servers and 180-200 in NSL maps.
*shrug
Not really worth debating though. Carry on.
I won't argue my points or anything, but I'm not talking about just server performance, I meant there's more to client side performance than fps.
Also, not everyone is equally affected by all issues.
2. Hit detection in this game is damn near flawless. You show me clear footage @ 30fps minimum with net_Stats enabled, showing actual hit detection issues and i'll shower you with gifts and fame. Til then - what you are experiencing is accurate hitboxes and you missing.
3. Load times are due to the anti cheat measure of consistency checking, (thanks to Samus for discovering this) the degree of their thoroughness is entirely up to the server owner to set. Without consistency enabled, you can load any map in under 10 seconds. (THIS IS A NOT-SO-SUBTLE HINT TO WELL ADMINED SERVERS)
4. This thread makes me sad.
Everyone has a different set-up, I doubt any 2 rigs will be the same (except for branded computers), some people with high end machines can just shrug off some of the issues, whereas people with a less powerful machine can be absoloutly brutalized by them.
There there, it'll be OK bud
Not sure how much more can be done to optimize the game code. Grahpically, the renderer is extremely fast and lean. The amount of entity updating and end game code is where the game becomes slower. I still hit 60fps... but given the fact it could be 120 if GPU utilization was unhindered by game code...
Yeah, you get my point.
This begs the question, why does end game cut down GPU utilization soo much. Shouldn't the multi threaded rendering make this a non-reality?
As I mentioned in the thread where it was discovered (and was ignored), completely disabling consistency checking drops my load times by nearly half but it's still over 45 seconds.
Fast forward a few years (yes i have upgraded my computer now) the performance is in such a good place, alot better than what it was before, i average around 130-160 FPS (if i overclocked it would be 200)
Most issues you get is either:
Server based - Having to many mods running on it, or not set up correctly
Game Bugs - Some things just keep poping up, you fix something, another thing breaks, its an endless cycle
So on short, Performance has increased ten fold from this time last year.
Dont play on bad servers. Sadly there are only few servers that can handle the game. In game type net_Stats to console -> if server tickrate drops below 25 remember the name of the server and dont play on it anymore. Many full servers drop to 5-15 which is unplayable and most players dont even know its the server that is lagging -> blame the game for bad performance -> makes rookies quit
1. I would kill for 60 sec loading. Mine is near 5 minutes.
2. Don't forget your skulk has a long body. Your eyes may be around the corner but not your ass. Its the server operators fault. I only have banding on larger servers. Though to be fair they could tighten this area up a bit.
Being killed around a corner is more of a lag compensation issue, I imagine it goes something like this:
Player A is gleefully chugging along as a Skulk.
Player B is trying to mercilessly shoot down said Skulk.
Meanwhile, the server is doing some investigating. It takes a look at where Player B is shooting and after some intensive meditation, a slow-motion flashback and a cup of tea deduces that Player A was in that exact spot at the time this was happening. In the mean time Player As client merrily skips around the corner blissfully unaware of the terrible news its about to get from the server. Inadvertently, the news arrives via singing telegram and the message is delivered to the tune of Meatloafs smash hit power ballad "I would do anything for love (but I won't do that) extended version. This leaves Player As client with no other choice but to comply.
The Skulk falls over mid jump leaving Player A grasping their head while screaming obscenities at the screen.
If you have your crosshair on a model and pull the trigger... it will hit them no matter what. Right?
Over the course of development the game for me has gone from unplayable to runs reasonable well. This being on a machine that wasnt really new 3 years ago.
http://forums.unknownworlds.com/discussion/133499/please-optimize-shade-objects