Your mumbo jumbo with flashy charts has silenced me, I shall be patient *twitches*
Thanks for the update, sounds like this is coming together pretty great!
Korean fonts caused that!? This is UTF-8 right? Are the fonts being applied to the models in some way?
The fonts are converted to textures, which are loaded into texture memory. That system works great if you have like 200 characters that need to be loaded, not so great for 20000 (creating textures for them makes them much faster for rendering). So the new korean characters where reverted until a better way to handle fonts is implemented.
@Deck_ then you're gonna love the unlocked server rates, too.. It feels like a different game, skulks actually die in 9 rounds, it's weirdly amazing.
I'm looking forward to try this. Will server admins be able to change the tick rate in 267?
I know there will be a lot of confusion around this, but the tickrate is not really important. The tickrate, the way its used in ns2 is the speed at wich AI units are updated. This means how fast a drifter will react, or a turret, or even a phasegate.
What is really important is that the update rate from the server has been unlocked, that is the rate at which the server sends updates to the client. The update rate from the client has been unlocked for a long time (the mr (movement rate) ) command. So its really not about the tickrate, but about the update rates. I'm sure there will be a document that explains thise once 267 goes live, because from what i have seen most people get it wrong at the moment.
I know there will be a lot of confusion around this, but the tickrate is not really important.
Thanks for clearing that out. I'm looking forward to try the instructions in the document then. I have some overcapacity on my servers that I'd be happy to use to improve the game experience.
Wait, 'regular' drives aren't SSDs? If there is anyone out there who doesn't use an SSD right now, regardless of whether you're an NS2 gamer or not, you should. I would rate it as one of the most important upgrades in a computer (or base units in a new build), with absolutely no reason to skimp, even (or perhaps especially) on a cheaper build.
I realise that 'requiring' an SSD isn't an ideal situation, but if anything it should help people to get more out of their computers when they do actually go and get an SSD
The good thing is about 267, is that people with normal HDDs (still the majority) should notice an immediate difference in their hitching levels being much lower.
Wait, 'regular' drives aren't SSDs? If there is anyone out there who doesn't use an SSD right now, regardless of whether you're an NS2 gamer or not, you should. I would rate it as one of the most important upgrades in a computer (or base units in a new build), with absolutely no reason to skimp, even (or perhaps especially) on a cheaper build.
I have to disagree with this statement for games like NS2. A lot of people now have considerably more ram, with the average person sporting 16gb of ram, I've got 16gb in my laptop and 32gb on my desktop (and an SSD). If cached properly, this can be superior to an SSD.
While I've been making a ramdisk to stop the hitching largely, it is not the only cause of the hitching unfortunately. Certain maps at particular times still hitch.
Wait, 'regular' drives aren't SSDs? If there is anyone out there who doesn't use an SSD right now, regardless of whether you're an NS2 gamer or not, you should. I would rate it as one of the most important upgrades in a computer (or base units in a new build), with absolutely no reason to skimp, even (or perhaps especially) on a cheaper build.
I have to disagree with this statement for games like NS2. A lot of people now have considerably more ram, with the average person sporting 16gb of ram, I've got 16gb in my laptop and 32gb on my desktop (and an SSD). If cached properly, this can be superior to an SSD.
While I've been making a ramdisk to stop the hitching largely, it is not the only cause of the hitching unfortunately. Certain maps at particular times still hitch.
Average person sporting 16gb? No no no. 8gb is just now becoming the norm for gaming set ups. Even then, ram disks are really annoying to set up and use in my experience.
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
@Turbine that's because not all hitches are created equal.
See the part 1 hitching thread for examples of the other hitches that have been tracked down. There's a range of reasons.
Some of these fixes for hitches that have been attempted, while having little effect on what created my hitches, led to benefiting everyone by reducing rendering overheads etc
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
edited July 2014
I'm so excited for the patch that I finally purchased Shadow tier, does it go to the CDT or any future ns2 update? Probably not, but still wanted the skins regardless.
I don't really care about increasing my FPS. I just want my FPS to be more reflective of what I'm experiencing. I would say I average anywhere between 50-60 range and it seems like I'm playing at 20 FPS. If that wasn't bad enough, I get micro lag randomly throughout gameplay.
I don't really care about increasing my FPS. I just want my FPS to be more reflective of what I'm experiencing. I would say I average anywhere between 50-60 range and it seems like I'm playing at 20 FPS. If that wasn't bad enough, I get micro lag randomly throughout gameplay.
Comments
Thanks for the update, sounds like this is coming together pretty great!
The fonts are converted to textures, which are loaded into texture memory. That system works great if you have like 200 characters that need to be loaded, not so great for 20000 (creating textures for them makes them much faster for rendering). So the new korean characters where reverted until a better way to handle fonts is implemented.
I'm looking forward to try this. Will server admins be able to change the tick rate in 267?
Edit: Yes. CDT Trello
I know there will be a lot of confusion around this, but the tickrate is not really important. The tickrate, the way its used in ns2 is the speed at wich AI units are updated. This means how fast a drifter will react, or a turret, or even a phasegate.
What is really important is that the update rate from the server has been unlocked, that is the rate at which the server sends updates to the client. The update rate from the client has been unlocked for a long time (the mr (movement rate) ) command. So its really not about the tickrate, but about the update rates. I'm sure there will be a document that explains thise once 267 goes live, because from what i have seen most people get it wrong at the moment.
Thanks for clearing that out. I'm looking forward to try the instructions in the document then. I have some overcapacity on my servers that I'd be happy to use to improve the game experience.
I am really glad I shelled out a few more bucks and bought GTX670 with 4GB VRAM.
Regular drives just give the games performance a bad reputation.
I'd say requiring an SSD to have a smooth game experience is indicative of why the game has a bad performance reputation.
I realise that 'requiring' an SSD isn't an ideal situation, but if anything it should help people to get more out of their computers when they do actually go and get an SSD
I have something similar very often when skulks engaging in long hallways.
He's not the messiah, he's a very... okay I can't bring myself to do that
It is pretty crazy how much stuff is in 267. Not to mention it's all been tested, re-tested and re-re-tested. Now onto the final stretch!
I have to disagree with this statement for games like NS2. A lot of people now have considerably more ram, with the average person sporting 16gb of ram, I've got 16gb in my laptop and 32gb on my desktop (and an SSD). If cached properly, this can be superior to an SSD.
While I've been making a ramdisk to stop the hitching largely, it is not the only cause of the hitching unfortunately. Certain maps at particular times still hitch.
Stop teasing!
Average person sporting 16gb? No no no. 8gb is just now becoming the norm for gaming set ups. Even then, ram disks are really annoying to set up and use in my experience.
See the part 1 hitching thread for examples of the other hitches that have been tracked down. There's a range of reasons.
Some of these fixes for hitches that have been attempted, while having little effect on what created my hitches, led to benefiting everyone by reducing rendering overheads etc
Take one down, patch it around, 128 errors and bugs in the code...
Is it coming out in exactly 27 days? :P
Now whens Shadow Fade/Onos. :P
@matso for president.