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The dev tracker is no longer actively scanning, however you may continue to browse the archives collected over the past several years here. Please remember that these developer posts are taken out of context, so beware of any silky venom being spewed forth.

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0 Why all the nerd rage against Vanguard? F I R E S    O F    H E A V E N
Mar 20, 2007 - 07:40 PM - by Aradune Mithara
Quote:
Originally Posted by Drtyrm View Post
That was pretty much my point. There is no possible way that Xregg's screenies prove anything about the mass appeal/success VG will experience. Only beacuse his performance is so far above average as to be statistically insignificant.

P.S. And obviously I wish I had $4600 to spend on new computer!
A machine as follows:

3.2ghz dual core or one of the core duos
2 gigs of ram
xfi card (gets you 5fps)
fast HD (raptor, etc)
ati x1950xt 512meg
dd2-800 RAM / fast FSB

isn't that expensive and does quite well. You could run 1920x1200 in balanced or better mode and get 30 fps in most place except for some cities or areas where there are lots of players. You don't have to have a quad core duo with 4 gigs of ram and an 8800. If you do the game will run even faster, but the above system runs the game great at high rez.

I run a machine about 8 months old:

2 3.8ghz xeons
8 gigs ram
xfi card
x1950xt
ddr2-400

The clock speed of the xeons doesn't help much -- a core duo with better cache and memory management is actually better -- we are not that cpu bound. The 8 gigs is a waste (I was hoping for a 64bit client sooner as opposed to later, but priorities changed -- so 4 gigs would be more than enough). And the ram is semi-slow but all I could get at the time with a xeon motherboard. I run an average of 30fps at 1920x1200.

I'm not saying performance isn't an issue, but I'm also saying you don't have to buy an uber machine to get good graphics and performance either.

I like GamePC - Custom Built Computers -- they have the hot hardware and do a good job on setup and have decent prices. The cheapest way to build a machine if you want to do the work is to buy all the components via egghead or something, but I prefer to spend a bit more and go through gamepc.com -- plus they burn in your machine. Most people I know who have bought all the components find that some component is bad and has to be replaced and I just don't have the patience for that.

Here's a system that would run VG *very* well (note I set it up with xp64 since that also gets you about a 5% increase in performance even though VG is a 32 bit app having everything else running 64bit seems to really help)
1 x Intel Pentium-D 915 (2.8 GHz) Dual Core Retail - $128.00
1 x Zalman CNPS8000 Cooler for Socket-775 / AM2 - $58.00
1 x Asus P5B Intel P965 Retail - $185.00
2 x Corsair XMS DDR2-800 1 GB TwinX Pack - $436.00
1 x Western Digital Raptor 150GB 10,000 RPM OEM - $338.00
1 x Mitsumi 7-in-1 Beige Memory Reader / Floppy Drive - $35.00
1 x Sony AW-Q170AB Black Dual Layer DVD ± RW / CD-RW OEM - $85.00
1 x Sapphire Radeon X1900 XT PCIe 256MB Retail - $298.00
1 x Creative Sound Blaster X-Fi Xtreme Audio OEM - $90.00
1 x Lian Li V1200B Plus II Black EATX Full-Tower - $298.00
1 x Silverstone ST75F 750W Power Supply - $198.00
1 x Microsoft Windows XP Professional (64-bit) OEM with Vista Upgrade - $198.00
1 x 1 Year Parts and Labor Standard Warranty Included Free - $0.00
1 x Full GamePC System Assembly (Single CPU System) - $225.00



Subtotal Price (Excludes Discounts, Taxes or Shipping) - $2,572.00

Last edited by Aradune Mithara : 03-20-2007 at 05:22 PM.
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0 Why all the nerd rage against Vanguard? F I R E S    O F    H E A V E N
Mar 20, 2007 - 07:40 PM - by Aradune Mithara
Quote:
Originally Posted by r.gun View Post
FRAPS + DivX... I've been playing around with some VG vids. You can make a 5 minute clip that's decent size and quality if you have the encoder resize the width down to 480... then you can play it on dvd players too... hah
Would be awesome to see more player made fraps videos out there. You need a beefy machine because fraps takes away about 10fps, but you can make some pretty cool videos with it.
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0 Can a coder from Sigil please expalin why we still have terrible chunk pausing? S I L K Y    V E N O M
Mar 11, 2007 - 11:32 AM - by Aradune Mithara
Quote:
Originally posted by Dirtch;167884
So can we say that transitioning to UE3 is still a plausible, viable, option for Vanguard's future at some point or another?

I would like to see that, honestly. Even if the art itself doesn't change drastically, it would make things more efficient for everyone concerned. Plus it'd be easier to implement newer features, or updates to existing features, using the new tools at your disposal.


Yes, although it's not a short term priority. We may also migrate into 3.0 a bit at a time. We actually already use some 3.0 code in the game, and have modified the 2.x engine extensively over the years. So it might make sense to continue to replace 2.x code with 3.0 code bit by bit as opposed to try to do a complete coversion all at once.
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0 Vanguard's Performance on Current Generation Hardware S I L K Y    V E N O M
Mar 11, 2007 - 11:29 AM - by Aradune Mithara
Quote:
Originally posted by Fong;167853
Brad, Have you cross-tested VG on Vista. Like Pull the HD and put another in your rig and install Vista on it. Same as Dual-booting.

I'd be insterested in seeing your results with 4gig and 64bit.






-Fong


Funny you should ask I just made my 3.2EE dual core system dual boot. It boots into XP 32, and boots into Vista 64. I need to test Vanguard on it, but I do know people are playing on Vista. I don't know about the performance differences, but in that Vista uses more system resources (or at least the Ultiamte edition does, which is what I bought), the game might run a little slower.

Anyway, let me get a decent video card into this machine and I'll let you guys know my findings.
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0 Can a coder from Sigil please expalin why we still have terrible chunk pausing? S I L K Y    V E N O M
Mar 11, 2007 - 10:09 AM - by Aradune Mithara
Quote:
Originally posted by Fong;167820
Great post.

But there in lies the problem. Vanguard is not Multi-threaded because they had to support all those $54 CPU's out there, namely the Pentiums & Athlon64's.

If Sigil was allowed to multi-thread, all they would have to do is load off the HD the next chunk into main memory and then from there into your Video card instead of comming strait off the slower HD. Preemtive loading.

Almost everyone has dual-cores, but not all. Some are still living in the dark ages. But they will have a rude awakening in 2007 when they see "Dual-core required" on some games. Kinda wish Sigil would've gone this route, but we'll see. Hopefully their working on a 64bit build of the game with the unreal 3 engine.



-Fong


We do use some multi threading, so a dual core helps a little, but there's a lot more that can and will eventually be done. We certainly plan on making the client take advantage of multiple cores as it's clearly the future of CPUs. We'll eventually go to a 64bit client, but a lot of coding will have to be done. While our code won't be a huge problem, the Unreal 2.x code will be. It may make sense to go to Unreal 3 at the same time, I don't know -- Ryan Elam would know better. Too bad there was no Unreal 3.0 when we started the project, but such is life. We'll catch up
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0 VG will surpass "world of warcraft"! S I L K Y    V E N O M
Mar 11, 2007 - 10:04 AM - by Aradune Mithara
Quote:
Originally posted by thatznice;167810
Cmon Brad. We both know how the system works. Its not impossible.

First lets take a look at the evolution of user based online gaming and interactivity. Projects like Second Life show there is a market for this form of free play, however it does rely on user made content. It lets users create dynamic objects within the game world, however its rule base does not really offer any form of competitiveness. Basically what one person creates within the world cannot ruin the balance of the game due to the games rule set and how one plays.

Second. I believe the guys over at Mythic were also playing around with the philosophy that MMORPGs could potentially have user made content. Lets go further and talk about a world that at is base, is made by developers. However, set up where content can be created by the users themselves. The greatest hurdle is to how to keep the balance in such a project. This is the future of online mmorpging however. A UO meets Second Life with a core ruleset that keeps the game inline and an AI that is dynamic.

Of course this is a huge undertaking, and many developers would shy away from it. But I personally believe the first step, would be to create an engine for such a thing rather than the game itself. You chose to use Unreal's engine to be the basis of your game, thus allowing you to jump right in without making an engine from the ground up.

The engine needs to exist before the game, and I believe there are quite a few investors out there willing to invest in the creation of such an engine. But it would be two fold, the actual making of the game would come hopefully from a publisher with the cash to make this happen. The engine technology developed first as an independent project could spur a slew of both single player and multiplayer games. The second stage is having a development company use that engine like you use Unreals to create your desired project.

Its really a question of who will be the fist to do it, rather than when. because it will happen. Interactivity is evolving, its just a matter of how we can keep up with it.

cheers


Oh I very much agree. User generated content is planned for VG, just not for a while, but the hooks are there as is the plan (which it's far too early for me to go into details about). But I think UGC is the future, big time.
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0 Vanguard's Performance on Current Generation Hardware S I L K Y    V E N O M
Mar 11, 2007 - 10:02 AM - by Aradune Mithara
Quote:
Originally posted by Dulcina;167814
Sign me up for that! (yeah I read your post before you edited )


On topic: I wish I could get performance like that. My system is not too far from yours. I guess I have to get myself a new gfx card but I thought my X1900XTX would do for another few months


I had a 1900 for a while and it would really overheat when playing Vanguard. The 1800 and 1950 don't overheat for me. Do you have any problems with overheating? I'd play maybe 15 minutes and then blue screen.
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0 Vanguard's Performance on Current Generation Hardware S I L K Y    V E N O M
Mar 11, 2007 - 09:47 AM - by Aradune Mithara
Quote:
Originally posted by Syneval;167574
I bought the following system a few days ago, and no I didn't upgrade just to play Vanguard : )

Core2duo 2.4ghz, 2gb twinmoss 667 ram, asus p5b deluxe mobo with integrated soundmax audio card, geforce 8800gts 320mb, sata2 320gb 16mb cache hd, antec sonata2 with 450w psu. You can check the prices of these components online, and you'll agree this is a pretty cheap system.

I did a format, installed windows xp professional, and the latest drivers. I also applied M$'s v4 dualcore fix, activated it in the registry, forced windows to use the pmtimer in boot.ini, and lastly activated ahcpi (sp?) v2.0 in my mobo bios. I then set all possible quality settings to maximum in the Nvidia cp.

Vanguard was installed and updated, I set 'highest quality' in the gfx options, and then proceeded to turn all remaining sliders and options to maximum as well, except hardware occlusion which seems a bit buggy. In other words, I have set everything, everywhere to maximum, with a res of 1280x1024. I then added the precache line in vgclient.ini and gave it 128 as value.

Now, I have to admit I didn't expect the game to run very well. On my previous system it was a bit of a dog, and looked and ran a LOT worse than any other game I had installed. Vanguard looked unimpressive, was plagued by constant load times, the textures looked like uninspired crap and so on ...

On my new kit however, holy crap ! Not only does the game run at a near constant 40-75+fps in the wilds, even in busy towns with many players loading hitches are kept to a minimum and fps never drops below 25. And it looks absolutely breathtakingly gorgeous. Just think about the best screenshots you saw of the game, and that's exactly how Vanguard shows up on the monitor here. Having taken the time to tweak my driver color settings, the world looks incredibly vibrant, with none of that washed-out look that plagues some people. I'm a bit of a graphics whore, and I'll freely admit there is not a single comparable game that can hold a candle to Vanguard's full gfx option looks.

I tried to play EQ2 after it but was instantly and inexplicably repelled by how ... fake ? that gameworld looks now. Not to mention the sub-par combat etc.

I have seen the same thing with many other games : Oblivion, NWN2, Supreme Commander ; a very huge jump in performance, far beyond what should mathematically happen if I compare with my previous system. The culprit ? The GeForce 8800GTS 320mb ! Even at less than 300 euro's, this card truly achieves the next level : its 96 streaming processors and unified shader architecture basically mean that any shader-heavy game will run ridiculously better on this card.

I'll admit nothing is perfect tho. Two things annoy me : the fact that there are sometimes small gfx bugs like a bush flickering in and out of existence. And most irritating, sometimes the game will bog down to 8-9fps after a few hours of play. If I log out/in and stare at the exact scene again it's up to the usual smoothness tho.


Gratz on your machine. The 8800 screams, you've got a good amount of RAM, and Vanguard loves the core duos. The game constantly moves data from the cpu to main memory to the video card and back and forth. We've never been as much CPU bound, so the core duos lower clock rate doesn't matter much, but it's ability to handle memory, its caches, etc. help a LOT.

Heh, want to make it even go faster? Put 4 gigs in there, use XP 64, and get an Xfi card. I see about 5fps from the xfi and another 5 from runing xp 64 even though Vanguard is still a 32 bit app.

I run a system that was uber bucks about 8 months ago and is still pretty high end. The only thing I've upgraded since I bought it was the video card.

It has 2 3.8 ghz Xeons (I didn't go dual core), 8 gigs of ddr2-400 (that was the fastest I could get with this motherboard, and I wanted that ram), xp 64, raptor drives, an xfi card, and an ati x1950 with 512megs of RAM. I regret now getting 8 gigs of ram and should have got 4 gigs of faster ram, because there are so few apps that are 64 bit. I was hoping to do some video editing and use the ram but to my knowledge there is no 64bit Adobe Primiere -- I mean, what app would be suited for 64bit? Especially now with HD camcorders... but I digress.

Like I said, the only thing I've upgraded was the x1950 -- when I bought it the fastest ATI was an x1800 I think.

Anyway, I get on average 30-40fps outdoors, and 15-20fps in cities with people running around and such. The xfi offloads audo processing to it's cpu and also sounds great. The OS is solid as I don't have many cards/devices and the drivers seem solid. I know some people stay away from XP 64 because they can't get it stable, but if you build a machine to play games I think it's worth it. The x1950 screams and I think was #1 until the 8800. I'm unsure whether to get an 8800 or wait for the ATI dx10 card. And I run at 1920x1200 usually on balanced. I also get only the slightest pause when chunking into the vast majority of chunks (chunks like New Targenor with all of it's assets is a bit slower). But then if I chunk back and forth to the same chunk, a lot of it gets cached and then even the slight pause goes away. I CTD maybe once every couple of weeks, but then as another person posted, it may be where I'm playing (the poster said that areas like Darguns Tomb are worse, for example).

All that said, I'd love to get the core duo EE quad core, fill it up with really fast memory, and see what kind of performance I can get.
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0 VG will surpass "world of warcraft"! S I L K Y    V E N O M
Mar 11, 2007 - 09:33 AM - by Aradune Mithara
Quote:
Originally posted by Ghengis;167729
First forgive the long post - I don't post often and have quite a bit to say apparently.

It's easy to see how immersive games would appeal to obsessive compulsive personalities but that's not really the point. Some people work hard and play hard in order to squeeze the most quality of life they can from each minute we have on this planet. MMO's are a great way to 'play hard'.

The grind in its simplest form comes back to content. We are immersed in a world and in order for it to remain attractive we need to be challenged and interested and so there must be tons of content - like so many shrimp being fed to a whale - and that poses a serious challenge to MMO developers - how to constantly come up with more grist for the mill and make it interesting and challenging.

Also, I won't argue the merit of spending so much time online gaming except to say it is everyone's own choice. I do it with my five sons and we enjoy being an online family and I wouldn't trade our time online together for a mountain of soccer games, a parking lot of minivans, and a coven of soccer moms (it is coven isn't it?).

Here's an idea for developers and a bit of my gaming history so you know where it comes from.

I come from an extensive IT background and I work hard at computers in an online service capacity (not games) and play hard at computers after work in the world of MMO. I have seen everything from the pong console (which I received for Christmas around 1970 on a black and white TV) all the way up through EQ beta, EQ2 beta etc. Before that BBSing and before that table top at a men's gaming club including AD&D in 1973, lead miniatures (table top) Avalon Hill, Starfleet etc. Based on that experience I'm going to offer this thought to you game developer mogul types - and yes I would be interested in being part of any development of this idea.

First, to address the real issue here - the never ending quest for grist from both a player and a development perspective - the best content is player driven content. Using a culmination of MMO and milieu based genius and accidental genius witnessed from all gaming experiences over the course of a lifetime of gaming I have pieced together a game setting and architecture that would truly constitute a second generation MMO, and a way forward.

Imagine a vast world with real logistics - the kind that can only be created on a super computer like the one mapping the human genome - which BTW runs risc (reduced instruction system code based architecture) based Linux now and not just AIX. Just imagine 64 processors and a Terabyte of ram per footprint - no computer resource starvation no matter what the load...the entire subscribership online in the same world together - 50,000+ people playing together.

Imagine a central neutral starting city which is policed and where you are safe from PVP and can interact as we have been in all our MMO's but as you go further away from the city friendly patrols are fewer until only the entrance to the zone is guarded and further - open territory with total 100% PVP - the outer zones - and no means of magical travel, period and you end up where you end up. No friendly towns or villages out there either, just virgin territory with a few basic dungeons, a random encounter table and a wealth of virgin resources. Some of you might start to recognize this a 00 space from Eve-online, and that's exactly the model I'm using mixed with others.

I'm also going to use the same game for the economics model in combination with Vanguard's model. You have to build everything - houses, boats, equipment - all player built however, the resources to do this on a large scale require the setup of player owned resource based equipment - such as a mine, or a sawmill, a boat with vast cargo space or a large caravan etc, which is an expensive proposition. In addition you have the logistics of getting these items to and from market over land and sea trade routes and you know trying to do this unescorted is almost certain suicide given the number of players out there hunting for juicy economic targets like yours.

Economic moguls or super carebears who do this sort of marketeering require protection, much like the medieval merchants did from the local lords, and were willing to pay a tax on their goods to receive it.

The local lords need to build a castle - have patrols, go out hunting for bandits, respond to sightings of incursions etc to keep thier carebears safe, and continue to build thier own fortifcations (keep/castle/seige engines). In short, everyone needs these resources which make the world go round...

What about pirates who invest in ship building, but they use fast over manned and over gunned sloops to wage piracy against merchant trade routes...and setup well defended areas among a smattering of islands near your territory...they're hard to find in such a vast ocean never mind catching them...and if you do you know what they say about cornered animals...remember this isn't a respawning computer MOB these are real people who've invested a lot in their ships whom you've cornered...

The casual small guild which doesn't want to be part of any large war and decides to become a bandit guild - preying on your overland caravans - taking up residence in your vast forest...

All this content, economy driven, and provided by players themselves in a PVP world with a non-pvp core controlled by the developers, writing geopolitical events as coalitions of guilds become united and attempt to take and hold a rich region, and develop it etc up to and including the formation of towns around the player owned keeps - in the interest of economics, trade, safety and resource for further exploration, dominance in war against other factions and neighbors, and indeed, to own the coolest dungeons for miles for their own to explore and farm can only happen if you have 30-50 thousand people online at the same time.

This is going on somewhat today in Eve-online but its failing due to computer resource starvation. When 100 ships meet 100 ships in battle in a zone with space stations and death star defenses the hosting server dies of computer resource starvation and starts dropping connections etc, but other than that the game runs fine and they still set a world record with 30,000+ people online at the same time in the same MMO world.

Computer resource starvation caused by cisc (complex instruction system code architecture) systems because they don't have the resources required to do this sort of game - you would call these systems Intel or AMD based however a pSeries (Big Blue) now runs Linux. Producing a game like this on Linux would shake the foundations of the gaming community and the opensource/Linux community on a massive scale. I bet IBM and the opensource community would love to work on a game like this where the resource client code is available for both Windows and Linux, the game client is free and the subscription rate was say $20 a month. Eve-Online does run on an IBM based 64 bit optronic super blade Windows platform and is coded in Python which shows IBM's interest in a piece of this 6 billion dollar industry...

I would play that game - would you? And there's your answer to the grind, and the grist - both provided gratis (to a degree) via the players of the game themselves. There's nothing more realistic than humans hunting humans.


Very cool. I would indeed play this game. I'd even attempt to make this game. Can you fund it or know anyone who could?
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0 VG will surpass "world of warcraft"! S I L K Y    V E N O M
Mar 11, 2007 - 09:29 AM - by Aradune Mithara
Quote:
Originally posted by Akuma;167599
Backing that up:
www.mmogchart.com/Chart2.html

Clearly indicates that the susbcriptions rose up exponentially up and until velious was released (basically: brad's era), and rose very slowly after. It was an era of eternal population of newbiue zone; EQ was "beginners friendly" for a good 2 yeahs and a half and only halted with Luclin (piece of crap expansion btw)

It's interesting to notice that there was a mass influx of players (100.000 subs) in spring/summer 2004, 6 months before wow was released. Iirc it was about the time i quit EQ and Gates of Discord had been released and was a piece of crap extension... i'm clueless.


I left in oct 01 and remember it rising until luclin when Jeff left to join me. I wasn't aware of this spike to 550k in spring/summer 2004, so what I said before may not be accurate. The game was always climbing in subscribers while I was there, was at 455k when I left, and a bit higher when Jeff left.
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