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Akorae
Posted - 2009.03.02 20:33:00 - [181]
 

Blaster and Railguns:
  • The blaster and railgun effects were very nice with the yellow colour last week, after that there were patched with the different colours of every ammo type and the nice effect was gone. I hope that the glowing effect of the blasters will be added again to the different colours of the hybrid ammonition.

General Xenophon
Posted - 2009.03.03 05:24:00 - [182]
 

Originally by: Akorae
Blaster and Railguns:
  • The blaster and railgun effects were very nice with the yellow colour last week, after that there were patched with the different colours of every ammo type and the nice effect was gone. I hope that the glowing effect of the blasters will be added again to the different colours of the hybrid ammonition.



/signed.

Nice to have distinguishing hybrid colors much like amarr lasers.

T'Amber
Garoun Investment Bank
Posted - 2009.03.03 08:49:00 - [183]
 


Regarding all my other posts about dx8 esq graphics and cartoony looking effects;

There is alot more dx9 effects in play on sisi now and alot of the effects have been changed to a much more eve like and a few are more subtle (I'm assuming some of the effects were placeholders). Awesome work guys! Keep it up.


T'amber

5pinDizzy
Amarr
Pillow Fighters Inc
Posted - 2009.03.03 19:27:00 - [184]
 

Originally by: General Xenophon
Originally by: Akorae
Blaster and Railguns:
  • The blaster and railgun effects were very nice with the yellow colour last week, after that there were patched with the different colours of every ammo type and the nice effect was gone. I hope that the glowing effect of the blasters will be added again to the different colours of the hybrid ammonition.



/signed.

Nice to have distinguishing hybrid colors much like amarr lasers.


double /signed

Astria Tiphareth
Caldari
24th Imperial Crusade
Posted - 2009.03.04 15:35:00 - [185]
 

Edited by: Astria Tiphareth on 04/03/2009 15:35:07
On the subject of laser effects (build 83409): the new laser effects are quite nice, but there's one specific aspect that is really grating.

When pulses fire, they flicker very rapidly on and off. After only a few minutes of watching I got a headache, and I'd be surprised if the strobe effect wasn't rated at a frequency high enough to impact epilepsy sufferers (I am not one but it certainly looks the same sort of speed as strobe lights with which I am familiar, and do come with a warning).

Is this intended? Do I need to change a setting? I like what is trying to be achieved, to differentiate beams and pulses, but I think it goes a bit far. Suggestions would be pulsing just the colour, or reducing the frequency, or varying the width of the beam whilst eliminating the flashing.

(I like the above idea about differentiating ammo types on hybrids too)

Chigger Troutslayer
Internet Spaceship Gamers
RED Citizens
Posted - 2009.03.05 13:54:00 - [186]
 

Edited by: Chigger Troutslayer on 05/03/2009 13:59:21
Edited by: Chigger Troutslayer on 05/03/2009 13:58:41
Edited by: Chigger Troutslayer on 05/03/2009 13:58:00
Edited by: Chigger Troutslayer on 05/03/2009 13:55:42
I'm still a bit disappointed in the frame rates I'm getting. I'm running a GEForce FX5500 (latest drivers), Intel Celeron D 2.0Ghz, 3 GB RAM. Ive tried both windowed mode and fullscreen with little difference in performance. I will note however that running fullscreen tends to peg the CPU usage to 100%, while windowed mode bounces in the 50-100% range. When warping or at a planet ship spinning is smooth as glass, however throw an asteroid belt, stargate, station, or station interior into view and the FPS is much reduced. This is while running with both shaders and tesxture at low, no shadows, nothing fancy turned on. While it is playable, having that kind of stutter when looking at anything but empty space (and especially when initiating warp) is not pretty at all to look at. Still subpar to Classic performance IMO, although I've seen lots of posts say they get better FPS on Premium Lite than Classic. For me thats not the case. Also IMO the ship textures set on low are inferior to Classic. So all in all, new content aside, this expansion is looking like a downgrade in playability for me.

I guess I'm looking for a Dev response, is this as good as its going to get? Or will further refinements in code boost performance for systems that are close to min spec?

On a side note, anyone know what a good AGP slot card would be for an upgrade, I've done some looking and being AGP selection is limited. I'm having trouble finding much of anything better than an Nvidia 6200 which doesn't seem like much an upgrade from what I have. I don't know much about ATI cards, can anyone recommend a good one that is avail in AGP?

CCP Tenitigo

Posted - 2009.03.05 14:11:00 - [187]
 

Originally by: Chigger Troutslayer
Edited by: Chigger Troutslayer on 05/03/2009 13:59:21
I'm still a bit disappointed in the frame rates I'm getting. I'm running a GEForce FX5500 (latest drivers), Intel Celeron D 2.0Ghz, 3 GB RAM. Ive tried both windowed mode and fullscreen with little difference in performance. I will note however that running fullscreen tends to peg the CPU usage to 100%, while windowed mode bounces in the 50-100% range.


Do you have audio enabled? If so, can you try disabling it, restart the client afterwards and see if that helps both the CPU usage and the framerate?

Chigger Troutslayer
Internet Spaceship Gamers
RED Citizens
Posted - 2009.03.05 14:26:00 - [188]
 

I think I did have audio on, I watched the intro movie once and had sound although it was choppy. Can't check for sure atm, but when I get home tonight I'll make sure audio off and try again. Thanks for the response.

Jarnis McPieksu
H A V O C
Against ALL Authorities
Posted - 2009.03.05 14:40:00 - [189]
 

Originally by: Chigger Troutslayer
Edited by: Chigger Troutslayer on 05/03/2009 13:59:21
I'm still a bit disappointed in the frame rates I'm getting. I'm running a GEForce FX5500 (latest drivers), Intel Celeron D 2.0Ghz, 3 GB RAM.


*facepalm*

Okay, you are running a budget CPU from 2002 and a (poor) midrange video card from 2003. On the upside, you have enough RAM. Unsurprisingly, the upgraded graphics engine from 2009 might not run very well.

Hint: PC technology has advanced quite a bit in the last six-seven years... you'd be surprised what $500 buys today - the performance jump from that system of yours to even a reasonable low end gaming PC today (say, $100 dual core CPU, $100 video card (HD4830 or GeForce 9600GT) and the rest of the necessary bits) ...it' is just something that's hard to describe.

And a friendly word of advice: Stop thinking about upgrading your current system. There is a reason why you can't find any modern cards in AGP - no AGP-based system has a good enough CPU to see solid benefits from the new video card. It would be a terrible waste of money. You really need to replace the whole thing - at best you can ferry over your hard disk and plug it in as a secondary drive to ensure you can move your files easily.

CCP Tenitigo

Posted - 2009.03.05 14:40:00 - [190]
 

Edited by: CCP Tenitigo on 05/03/2009 14:43:33
I'll try to answer some of the questions posted in this thread over the past few days. Thank you for your continued feedback.

Originally by: Arkady Sadik
Edited by: Arkady Sadik on 01/03/2009 13:03:47
Originally by: Totally Slick
The new interdiction warp disrupt probes / bubbles / mobile warp disruptor needs some work done.


This. To be a bit more specific: It's difficult to see that there is a "bubble effect" going on, especially from 300km bookmarks off the gate. It would be good if the bubble would be a bit more recognizeable.

Edit: Hm. A few jumps on (NIH-02), the bubble looks much more distinguished. I have no idea why it didn't look like this in the first system I tried (B-VIP9). Maybe a better system background?


Are you still finding this to be the case? If so, please submit a bug report with some solarsystem examples so we can look into this further.

Originally by: Nikita Alterana
the new warp effect is really shaping up, however it still starts too late, ends too early, and has no ship shaking. IMO fixing these things would make the effect look perfect.


The warp effect has been tweaked throughout the week, and the issue with the warp effect ending too early is being looked at internally at this time.

Originally by: ViolenTUK
Currently there is no animation for the railguns. My Moros's 1000mm rails used to look very impressive now they just sit there Mad I hope the finished patch returns them to their former glory.


Unfortunately, we wont have these ready for the initial release. However, we haven't forgotten about this and we would also like to see them working again in the future Wink

Originally by: C4rnag3
Now i have some questions. what exactly is the renovation in:

  • Station Interiors

  • Station Interiors were converted to show up in Scene2. Everything you see, is expected to look the same as on TQ right now, despite being rendered differently.
  • Sun, Planets and Moons

  • Sun, Planets, and Moons were set to work with Scene2. They should look the same as before.
  • Tactical Overview

  • Tactical Overview would not appear in Scene2 in earlier builds. We started to work on converting this and have implemented some of the features the tactical overview provides, but the renovated tactical overview will not be fully finished in time for release.
  • Icons for Ships, Stargates, Stations

  • The photo service used to generate these icons had to be converted over to Scene2 as part of the renovations effort. Our end goal was to make them look similar to TQ.




I didnt noticed any changes on these things. will there be any workings in further builds?

  • will there any changes on Armor hardener Effect ?

  • the sound of shield-booster and armor-hardener is a way to penetrant

  • will the sounds be reworked till march 10th?

  • will the jukebox get a revamp? (fav. Tracks)

  • I don't think the Jukebox UI has been worked on, just the audio system behind it.
  • when will ships stop drifting to gates?

  • I'm not sure what you mean by this, could you please be a bit more specific?
  • will smaller ships ever able to closeup to caps without bumping? (the Apocrypha trailer)

  • new particular effects like this Energy Vampire (shown at FanFest '08)



A lot of the points you made in this list have been changing over the past week and a bit. As a result it's difficult for me to compare the effects and sounds in the current client with your list as I don't remember the exact builds each change went in.




I've included my responses for the previous quote in red text :)

CCP Tenitigo

Posted - 2009.03.05 14:41:00 - [191]
 

Edited by: CCP Tenitigo on 05/03/2009 14:41:45
Originally by: Astria Tiphareth
Edited by: Astria Tiphareth on 04/03/2009 15:35:07
On the subject of laser effects (build 83409): the new laser effects are quite nice, but there's one specific aspect that is really grating.

When pulses fire, they flicker very rapidly on and off. After only a few minutes of watching I got a headache, and I'd be surprised if the strobe effect wasn't rated at a frequency high enough to impact epilepsy sufferers (I am not one but it certainly looks the same sort of speed as strobe lights with which I am familiar, and do come with a warning).

Is this intended? Do I need to change a setting? I like what is trying to be achieved, to differentiate beams and pulses, but I think it goes a bit far. Suggestions would be pulsing just the colour, or reducing the frequency, or varying the width of the beam whilst eliminating the flashing.


I know we've been taking a closer look at beam lasers but I haven't heard of anything concerning pulse lasers. Please submit a bug report on this so we can investigate further.

MenanceWhite
Amarr
Emi Raaf's Corporation
Posted - 2009.03.05 14:55:00 - [192]
 

Originally by: CCP Tenitigo
Edited by: CCP Tenitigo on 05/03/2009 14:41:45
Originally by: Astria Tiphareth
Edited by: Astria Tiphareth on 04/03/2009 15:35:07
On the subject of laser effects (build 83409): the new laser effects are quite nice, but there's one specific aspect that is really grating.

When pulses fire, they flicker very rapidly on and off. After only a few minutes of watching I got a headache, and I'd be surprised if the strobe effect wasn't rated at a frequency high enough to impact epilepsy sufferers (I am not one but it certainly looks the same sort of speed as strobe lights with which I am familiar, and do come with a warning).

Is this intended? Do I need to change a setting? I like what is trying to be achieved, to differentiate beams and pulses, but I think it goes a bit far. Suggestions would be pulsing just the colour, or reducing the frequency, or varying the width of the beam whilst eliminating the flashing.


I know we've been taking a closer look at beam lasers but I haven't heard of anything concerning pulse lasers. Please submit a bug report on this so we can investigate further.

I second this, it's not very often you look at the turrets but doing so for a while while shooting gives me a headache too.

Also about the new effects, after testing them out (web, tracking disruptor) it feels like as if they're not visible enough. Especially not compared to the effects on TQ client right now. Increase visibility on those?

Same for the warping tunnel I guess, at how it is right now there might as well as been none at all.

CCP Tenitigo

Posted - 2009.03.05 15:03:00 - [193]
 

Edited by: CCP Tenitigo on 05/03/2009 15:04:01
Originally by: MenanceWhite
Same for the warping tunnel I guess, at how it is right now there might as well as been none at all.


The warp tunnel was being looked at yesterday as its effect was not noticeable unless you were doing a very long warp.

Edit to remove the excess quotes Smile

Chigger Troutslayer
Internet Spaceship Gamers
RED Citizens
Posted - 2009.03.05 15:58:00 - [194]
 

Originally by: Jarnis McPieksu


*facepalm*

Okay, you are running a budget CPU from 2002 and a (poor) midrange video card from 2003. On the upside, you have enough RAM. Unsurprisingly, the upgraded graphics engine from 2009 might not run very well.

Hint: PC technology has advanced quite a bit in the last six-seven years... you'd be surprised what $500 buys today - the performance jump from that system of yours to even a reasonable low end gaming PC today (say, $100 dual core CPU, $100 video card (HD4830 or GeForce 9600GT) and the rest of the necessary bits) ...it' is just something that's hard to describe.

And a friendly word of advice: Stop thinking about upgrading your current system. There is a reason why you can't find any modern cards in AGP - no AGP-based system has a good enough CPU to see solid benefits from the new video card. It would be a terrible waste of money. You really need to replace the whole thing - at best you can ferry over your hard disk and plug it in as a secondary drive to ensure you can move your files easily.



While the easy answer is "buy a new rig" (and I surely would if I had a spare $500 sitting around), not everyone has spare cash to do that. Just to play a video game that I already pay a monthly sub for. My current setup does everything I want it to do. It plays other games just fine (recently played LOTRO on a free trial and was perfectly acceptable performance). So justifying spending $500 is not the no-brainer you make it out to be. If I could spend $100 and get acceptable performance by up-grading a component I would prefer that.

I'm sure everyone would love to play Eve on a great modern computer. But that's not possible for everyone. So while you mean well with your advice (*facepalm* aside), economic realities will prevent many from following it. I also realize CCP is also making an economically based decision to discontinue Classic support. I'm sure they would love to keep it going if it was made sense fiscally to do so.

But at the end for the day if the performance of the game is worse for lower end, within min spec requirements, the perception of many of those players will be that CCP broke Eve for them. I don't expect to have all the new shinies with my clunker of a puter, I just want it to be playable and not significantly worse performance than what I was getting with Classic.


Sawirek
Caldari
BLACK BARONS
Posted - 2009.03.05 17:44:00 - [195]
 

Thanks for the answers Tenitigo, i have one more question that's been here for a few years with us.

WHAT ABOUT THE MISSILES ?

CCP Tenitigo

Posted - 2009.03.05 19:29:00 - [196]
 

Originally by: Sawirek
Thanks for the answers Tenitigo, i have one more question that's been here for a few years with us.

WHAT ABOUT THE MISSILES ?


I'm guessing your original question is from:

Originally by: Sawirek
Missiles look crap and act crap still - T2 cruses and torps are actually fired from the front of the ship and turns in the direction of the target, this is how missiles should work, why is T1 ammo flying from the engines?


I took a very quick look at this with Cataclysm Cruise Missiles and Cataclysm Precision Cruise Missiles and they're both launching from the same area from my Raven.

If you can still reproduce this please make a bug report and provide screenshots and detailed steps for reproduction.

Sawirek
Caldari
BLACK BARONS
Posted - 2009.03.05 20:19:00 - [197]
 

Originally by: CCP Tenitigo
Originally by: Sawirek
Thanks for the answers Tenitigo, i have one more question that's been here for a few years with us.

WHAT ABOUT THE MISSILES ?


I'm guessing your original question is from:

Originally by: Sawirek
Missiles look crap and act crap still - T2 cruses and torps are actually fired from the front of the ship and turns in the direction of the target, this is how missiles should work, why is T1 ammo flying from the engines?


I took a very quick look at this with Cataclysm Cruise Missiles and Cataclysm Precision Cruise Missiles and they're both launching from the same area from my Raven.

If you can still reproduce this please make a bug report and provide screenshots and detailed steps for reproduction.


Nah, my question was more about if you are going to renovate them.

As for the current behaviour, i don't think it's a bug, it only works with T2 torps (sorry for the cruises :/), it looks like someone was experimenting with the behaviour of the missiles and got the thing right finally. I'll fraps a video when i am back from CeBIT. Thanks for the feedback anyway.

CCP Tenitigo

Posted - 2009.03.05 20:24:00 - [198]
 

Originally by: Sawirek
Nah, my question was more about if you are going to renovate them.


Ah-ha. Yes, we are still planning to look at the graphical effects on missiles after Apocrypha. Smile

Astria Tiphareth
Caldari
24th Imperial Crusade
Posted - 2009.03.05 20:59:00 - [199]
 

Originally by: CCP Tenitigo
I know we've been taking a closer look at beam lasers but I haven't heard of anything concerning pulse lasers. Please submit a bug report on this so we can investigate further.

Logged as bug 73235, and (rather short) video of the problem uploaded to Eve Files. I can upload a longer video with more angles if necessary, but I didn't want to waste the bandwidth if it's not needed.

OneSock
Crown Industries
Posted - 2009.03.05 21:40:00 - [200]
 

What sort of performance drop should we be expecting with this new content?

Never had a problem with frame rates until testing this.

Went into a blood annex today and seeing frame rates under 9fps.

Went into another cosmic sig and the UI just went into a flickering frenzy. I don;t think it was able to render anything, luckily it would let me right click and warp out.

I've got a 7900GTX, 2.4G Core2 Duo 2Gb RAM.

Rock formations really kill frame rate for me. Roids are ok.

Thrawnfl
Posted - 2009.03.05 21:45:00 - [201]
 

Originally by: CCP Tenitigo
Originally by: Sawirek
Nah, my question was more about if you are going to renovate them.


Ah-ha. Yes, we are still planning to look at the graphical effects on missiles after Apocrypha. Smile


im actually kind of shocked you left missiles for last, figured they'd be first.

I take it your also leaving out Explosions for Apocrypha too?

Yahrr
The Tuskers
Posted - 2009.03.05 22:02:00 - [202]
 

Edited by: Yahrr on 05/03/2009 22:18:31
Here I got performance issues too. With the shader on low the game runs around 40-50 all the time, and on medium shader it goes down to 30. As soon as i enter an asteroid belt the fps drops to a max of 15. This is on a P4-3Ghz, 1024ram, x850xt agp, winXP.

Also, with the shader on low everything loses its color. The gallente shuttle for example is plain grey, with unbumped bumpmaps on it. The orange color is totally gone. With the medium shader the color is back, but as there is no bloom on a sm2b card all the ships look dark and dull.
A friend who has the *real* premium told me that the ships actually receive light from the star there. This is certainly not the case on preLite. Everything has the same color no matter from what angle and in what system it is viewed. Compared to classic this new preLite looks more like an alpha version or eve. I would love to post a picture of a rax in classic compared to now, but i feel more like "ctrl-q -> movie".

Sry for the rant... Laughing

Ninja edit: The warp effect is also kinda troubled as it looks as pixelated as an old Duke Nukem 3D texture ugh

Bethulsunamen
24th Imperial Crusade
Posted - 2009.03.05 22:49:00 - [203]
 

The screen may turn gray when starting at a billboard from a certain angle with Shader set to Medium and Bloom enabled. Disabling bloom is a temporary workaround.

This happens on Tranquility already, if looking at a group of asteroids up close.

Yahrr
The Tuskers
Posted - 2009.03.06 00:58:00 - [204]
 

Another small post of mine... Just found my first wormhole, cloaked next to it atm. So I took my time to review it and wooha its nice. Now only some smoothing on the textures and it is great. The effect has the same pixelation as the warp tunnel. It looks like the faces are flat shaded instead of gouraud shaded.

Chigger Troutslayer
Internet Spaceship Gamers
RED Citizens
Posted - 2009.03.06 01:14:00 - [205]
 

Originally by: CCP Tenitigo
Originally by: Chigger Troutslayer
Edited by: Chigger Troutslayer on 05/03/2009 13:59:21
I'm still a bit disappointed in the frame rates I'm getting. I'm running a GEForce FX5500 (latest drivers), Intel Celeron D 2.0Ghz, 3 GB RAM. Ive tried both windowed mode and fullscreen with little difference in performance. I will note however that running fullscreen tends to peg the CPU usage to 100%, while windowed mode bounces in the 50-100% range.


Do you have audio enabled? If so, can you try disabling it, restart the client afterwards and see if that helps both the CPU usage and the framerate?


Disabling sound did not help. When warping FPS drops to about 3 now. 5-6 in station doing nothing.

Also still have this weird glitch on the fitting window (someone else posted the same thing running FX5200, I have FX5500)

Fitting screen bug and poor FPS


CCP Tenitigo

Posted - 2009.03.06 01:18:00 - [206]
 

Originally by: Chigger Troutslayer
Disabling sound did not help. When warping FPS drops to about 3 now. 5-6 in station doing nothing.

Also still have this weird glitch on the fitting window (someone else posted the same thing running FX5200, I have FX5500)

Fitting screen bug and poor FPS




Thanks for the info. I'll try to keep this in mind when looking at Premium lite over the next few days.

The fitting screen turning white is a separate bug that seems to affect Geforce 5000 series cards. I've been able to reproduce this internally and we were actually looking at it again today. We are aware of the issue Smile

Casiella Truza
Ecliptic Rift
Posted - 2009.03.06 04:03:00 - [207]
 

Originally by: CCP Tenitigo
Edited by: CCP Tenitigo on 05/03/2009 15:04:01
Originally by: MenanceWhite
Same for the warping tunnel I guess, at how it is right now there might as well as been none at all.


The warp tunnel was being looked at yesterday as its effect was not noticeable unless you were doing a very long warp.



It would be great if the effect showed up when you pass light speed (300k km/s) and disappeared when you came back below it.

MotherMoon
Huang Yinglong
Posted - 2009.03.06 11:37:00 - [208]
 

you didn't comment on it but... please consider letting us fly close to capital ships like in the trailer :(

your like... 20 km off a dread when you bump, this doesn't seem right.

5pinDizzy
Amarr
Pillow Fighters Inc
Posted - 2009.03.06 13:20:00 - [209]
 

Please change the sound for Mega Neutron Blasters, yes I do mean specifically them. The other ones I can live with but that particular guns firing sound just sounds HORRIBLE!

Really grates on me, sounds like someone banging two rusty spanners together everytime it fires, would much rather have the old one.

Sky Burner
Gallente
The Ninja Noobs
Posted - 2009.03.07 08:16:00 - [210]
 

Edited by: Sky Burner on 07/03/2009 10:54:03
Edited by: Sky Burner on 07/03/2009 08:17:07
  • Will you be able to fix the hybrid T2-guns before M10? As of now all the blue lights on them are missing and looks like the T1 variants.

  • The railgun effects looks kinda booring compared to how they look on trinity, you can barelly notice them at all. Well I know the projectiles travel near the speed of light but it would be kinda fun to see that your guns are at least fireing. And I hope you still are working on the sounds for them because they still sound alot like what they do on Trinity.


Just wanted to say, apart from this, it looks great!Very Happy


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