I see where you are coming from though!
Development started in 2012, with the hanger release coming out August 2013... So that's a long 4 years and 5 months in alpha. Which is insane, what will beta be? 3 years?
I see where you are coming from though!
Development started in 2012, with the hanger release coming out August 2013... So that's a long 4 years and 5 months in alpha. Which is insane, what will beta be? 3 years?
Just looking at the comments - you need to understand, 3.0 was a complete rewrite of what they did for 2.6. If you haven't read the patch notes, I suggest you do - but you'll be there for a while.
No content has been added so far - everything you see is the initial beginning for new functionality - miles ekhart is the first npc mission giver, npcs are in the first iteration, landing on planets is new, exploreable planets are new, object container streaming (only part in), interacting with objects and taking into your ship, interaction feature (f key), ship wrecks.... this is just off the top of my head.
All of this is just the first iteration which will be expanded on. Now that it's in the game, the game has a massive task of optimization, the frame rates you speak of (20fps) is because of the servers redraw rate, not because of your PC. I have been on servers and had 60fps no problem, this was because I was on my own, the bugs in the game currently gradually bring the server down to a 20fps crawl on the client - and in the beginning of 3.0, servers were still going down regularly, this is an alpha and a new build.
by the end of this year, don't expect massive amounts of content - mining will be in 3.1 and by 3.4 (December) we should have an initial glimpse of what we will soon enjoy.
All of this is just the first iteration which will be expanded on. Now that it's in the game, the game has a massive task of optimization, the frame rates you speak of (20fps) is because of the servers redraw rate, not because of your PC. I have been on servers and had 60fps no problem, this was because I was on my own, the bugs in the game currently gradually bring the server down to a 20fps crawl on the client - and in the beginning of 3.0, servers were still going down regularly, this is an alpha and a new build.
Development started in 2012, with the hanger release coming out August 2013... So that's a long 4 years and 5 months in alpha. Which is insane, what will beta be? 3 years?
I am still absolutely gobsmacked that the client FPS is dependent on the server FPS. It stinks of some extremely broken fundamentals in the engine.
Half of the service for the client run server side. Longer term it will offload the client and increase performance. Short to medium term it will be an issue till server meshing and the container streaming system is in place. This is something that was always going to need to be developed alongside what we have with 3.0. The amount of data passing through them is huge and because all data passes through it is a roadblock. Animations, spawning in a couple of large ships causing hitching to all in the server. When UDP packets get dropped or delayed that can wreak havoc
If it was closed development that wouldn't be the case as they would not have followed the same development pipeline and thus these services would be in before the public ever saw it. But people really need to look at the general public as buy in QA team for them. It is literally all about testing the game mechanics as they are added, testing server performance, client side performance and so on.
With that I am generally getting 20fps+ and when interdiction is off 30fps+ which at this stage of development is absolutely what would be expected. Nothing stinks of things, you like to pick holes in things without even looking at what is going on. The engine is technically broken, that is what they are working on (the data culling via the container streaming, culling and server meshing as noted above) and have been for 2 years approx. It is a system they are writing from scratch to make this work. It is looking to be at earliest September to see that. Then expect another year or two to actually get it doing what it is meant too.
Squad actually has (had maybe now, haven't played in a while) the same issue that as soon as a server fills up with players performance drops significantly. All development for online multiplayer games go through this stage. And they are also on 50 server pop and getting 10fps reports compared to 50fps with only 10 people in.
seriously day by day i feel this will fail as a project.
Sad and kind of wished EA or another publisher just bought the rights . Say what you like about EA etc but they at least get a game released thats playable
seriously day by day i feel this will fail as a project.
Sad and kind of wished EA or another publisher just bought the rights . Say what you like about EA etc but they at least get a game released thats playable
EA ? what? they don't improve anything they buy.. heck I'd rather it just not get made than end up like Sims in space with 20+ DLCS.
You're right. Better to pay for all the DLCs and in game items before the game launches ;D
Fundamentally, the client game thread should not be waiting for network updates, it should be happily chugging along at whatever FPS the client is capable of, with the poor server FPS manifesting as janky movement of replicated actors (or not, depending on how good their interpolation and other trickery is).
They are what, 5 years in now? That this is going to be an MMO isn't feature creep, it's been 100% the plan from the start, that they haven't even addressed the very fundamentals of an engine to support that should be setting off massive alarm bells.
But the point is that everyone is receiving all the data of all other 49 players as if they are directly looking at them right now. The system currently isn't culling any data so although we cannot see it the game things they are as such. There is no culling of information at all right now. That is the fundamental issue. It is not directly the server itself, it is the connection between client & server and they have been working on this for 2 years but needed the fundamental base engine and game mechanics in to start this process. They are addressing it. That is how long things take. The complexity for these things that have not been done or tackled by say a larger studio, Bethesda, Activision, BioWare, Bungie, Rockstar North for instance haven't done it previous is time and monies. They are waiting on a company like CIG to do the work and then follow on once the dev's have the experience that they can hire later. Welcome to the industry.
I know a fair bit about the industry thanks, all this jargon doesn't wash with me. Network LODs and culling are not some kind of mystic voodoo that CiG have invented....
They should not be struggling with the fundamentals this far down the line. They should have a solid, stable, performant foundation working to build out the game on. All the evidence points to them being several years away from the stage where they can sensibly begin building out all the rest of the game.
isn't it possible for a company like RSI to get a pre-written utility to do this, at least as a jumping off point if nowt else, or are all the existing MMO games using their own proprietary code? in much the way things like GNU seem to be able to produce a virtually exact copy of Microsoft Excel etc, i'd have thought a big company that's going to depend on MMO elements for a massive part of its product would be alble to do similar, either reverse engineer an existing thing or take/buy an existing solution and tweak it as appropriate? given they were using CryEngine and now Lumberyard, is there no similar working games [ie, MMO needing a lot of data for a lot of players] that use the same thing that RSI could use?I know a fair bit about the industry thanks, all this jargon doesn't wash with me. Network LODs and culling are not some kind of mystic voodoo that CiG have invented....
They should not be struggling with the fundamentals this far down the line. They should have a solid, stable, performant foundation working to build out the game on. All the evidence points to them being several years away from the stage where they can sensibly begin building out all the rest of the game.
does this mean that if one of those element servers goes down the whole game is buggered? i understand the concept that if, eg, the American servers went down then America couldn't play, but if one server holds all economic data and that goes down, everyone will not be able to do anything involving economies?The networking and what they are doing to separate operations into dedicated server systems such as the overarching economic system are significant deals. They have the interdiction system on another isolated server. These are all just being brought online at moment to offload the central server system and allow them to do dynamic updates so when the main servers spin down and reboot they can pick up the hotfix without the client side doing anything.