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Everybody else, including gaming journalists, isn't.

 

 

 

They aren't journalists. They (most of them at least) have no formal education, at all. Gaming journalism is not taken seriously, even by their target audience. The only difference between us and them is that they get paid for writing articles.

He is a public figure and knows that he has to be very careful with what he says, he said as much beforehand

 

 

I also cannot seem to find his post in which he clarifies that the client does not have performance issues. 

Quite the opposite actually. Among other things, he's recommending SSDs, says the client is not optimized for more than two cores, there are performance issues in cities and admits that having an optimized 64bit edition is unlikely because of the engine

 

If they aren't journalists then why are they producing journalism? They're journalists alright, just poorly trained and unaware of their professional obligation.

 

He recommends using SSD's, because they're faster than HDDs. I mean, it's not rocket science. This applies to every application running on a PC which requires information from the hard drive. Likewise, he didn't say the game would function poorly without a SSD.

 

Second, very few games are optimized for more than two cores.

 

These are not performance issues, they're facts of making video games in the current paradigm.

Edited by Katana67
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If they aren't journalists then why are they producing journalism? They're journalists alright, just poorly trained and unaware of their professional obligation.

 

He recommends using SSD's, because they're faster than HDDs. I mean, it's not rocket science. This applies to every application running on a PC which requires information from the hard drive. Likewise, he didn't say the game would function poorly without a SSD.

 

Second, very few games are optimized for more than two cores.

 

These are not performance issues, they're facts of making video games in the current paradigm.

 

 

I don't mean to defend gaming journalists. Gaming would be better off without them

 

My point is that rocket knew that journalists are flat out retarded sometimes. And now for some reason he's surprised. For the average reader the stuff he said on reddit makes it seem like there are issues with the game's performance. Which would actually be true.

 

I'm also going to point out that the PC Gamer article didn't even claim that client FPS are low. They just went along with rocket's poor wording.

Edited by Elo

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I don't mean to defend gaming journalists. Gaming would be better off without them

 

My point is that rocket knew that journalists are flat out retarded sometimes. And now for some reason he's surprised. For the average reader the stuff he said on reddit makes it seem like there are issues with the game's performance. Which would actually be true.

 

I'm also going to point out that the PC Gamer article didn't even claim that client FPS are low. They just went with rocket's poor wording.

 

He's surprised that a journalist misrepresented the state of the game he's making. Regardless of what was "interpreted" from rocket's wording, he's certainly within his rights to be upset. Yes, I don't blame him.

 

Said journalist, as per some sort of discernible standard (not even journalistic, just courteous) should've confirmed with Rocket in order to produce a proper report. So it's Rocket's fault, even after having clarified in his Reddit conversations (which are in the same feed as his original post) the difference between server/client FPS, that a journalist made a gross simplification based upon incomplete treatment of the information?

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He's surprised that a journalist misrepresented the state of the game he's making. Regardless of what was "interpreted" from rocket's wording, he's certainly within his rights to be upset. Yes, I don't blame him.

 

Said journalist, as per some sort of discernible standard (not even journalistic, just courteous) should've confirmed with Rocket in order to produce a proper report. So it's Rocket's fault, even after having clarified in his Reddit conversations (which are in the same feed as his original post) the difference between server/client FPS, that a journalist made a gross simplification based upon incomplete treatment of the information?

 

 

Quote the part where they misrepresented the game please. They even say that performance outside of cities is improved

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Mis leading titles and arrogant or secretly we hate you attitude are the worst part of todays journalism

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Rockets latest post on pc gamer article:

 

rocket2guns

And this, ladies and gentlemen, is why I don't like talking to the video gaming media.

Two things I'll say:

  • I confirmed in the very thread this was not a delay

  • It's rather insulting to say "poor optimization". We hadn't started optimizing, we're now optimizing and its going well.

Perhaps PC Gamer could optimize their journalism. I'll certainly think twice before I offer to do another PC Gamer panel, if this is the standard of journalism that we're throwing up these days.

 
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I'm also going to point out that the PC Gamer article didn't even claim that client FPS are low. They just went along with rocket's poor wording.

It's poor quote because original goes lie this:

Optimizing/Bugfixing Dedicated server
 
This is why we are not out. We need performance
 

We think we need a minimum of 15 FPS will 50 players, 2000 zombies, and 25000 loot items.

It was only about dedicated server performance. If you only take the part what PC Gamer quoted then it sounds like they're talking about client fps. They could've just added a word server between 15 and FPS.

 

BIG NOTICE there isn't even a single server word in the PC Gamer article and the and Dean was talking about server most of the time.

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It's poor quote because original goes lie this:

 

It was only about dedicated server performance. If you only take the part what PC Gamer quoted then it sounds like they're talking about client fps. They could've just added a word server between 15 and FPS.

 

BIG NOTICE there isn't even a single server word in the PC Gamer article and the and Dean was talking about server most of the time.

 

But the article immediately put that quote in relation by saying that performance has been improved.

 

So it's not really a misrepresentation of the game, just a poor quote of rocket's poor wording.

 

Edit: Oh well, they updated the article.

 

Just FYI, I actually agree with you. I just enjoy having arguments for the sake of having arguments, no matter which side I am on.

Edited by Elo
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Death to the media. Death to the government. DEATH TO CAPITALISM AND DEMOCRACY.

 

 

Meh, it's not even that big of an outrage, I mean, how many people are still reading DayZ articles and following development at this point anyway?

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Rockets latest post on pc gamer article:

rocket2guns

And this, ladies and gentlemen, is why I don't like talking to the video gaming media.

Two things I'll say:

  • I confirmed in the very thread this was not a delay

  • It's rather insulting to say "poor optimization". We hadn't started optimizing, we're now optimizing and its going well.

Perhaps PC Gamer could optimize their journalism. I'll certainly think twice before I offer to do another PC Gamer panel, if this is the standard of journalism that we're throwing up these days.

Going well??????????

Choo choo

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''NOPE. NOPE. NOPE. We really blew this one. I've taken the article with the above headline down simply because it appears to have been so far off the mark that updating it would be not only an inadequate remedy but may have the potential to continue to misinform.


As the editor, the publishing of this story is my fault and my fault alone. I apologize to our readers as well as to Dean Hall, who I've reached out to for comment. (If he declined, I'd certainly understand.)


Once we have heard from Mr. Hall, or later this afternoon regardless, I'll update the story. Again, my apologies. - Logan Decker''


 


http://www.pcgamer.com/2013/11/11/dayz-standalone-version-delayed-due-to-bugs-and-poor-optimization/


Edited by Owain1122
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The zombies aren't using the geometry to calculate their collisions, as this would be incredibly performance intensive. Instead they are using the "roadway" which are planes inside of buildings that say where someone can walk.

 

 

So how did they get into the building, did you like like take the parts into the building and then assemble it, or was it more like you crashed it through a wall and then re-built the walls around it? :3

Edited by dvsilverwing

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rocket2guns

 

At the risk of creating an impending PR disaster, I'll reply by saying that it appears we might have solved our core work on this. However onPlayerConnecting is causing a crash with is making it difficult to verify the system changes actually work.

Now, anyone quoting this please read. It is quite common after significant optimization to create crashes. C++ apps crash very easily when something is a little wrong, due to memory allocation. So this isn't some kind of disasterous news, it's really just no news. Just typical development.

Our initial test showed a stable framerate, but we can't verify it until we remove the crash bug because it occurs with connection/disconnection.

 

CHOO CHOO

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Can we please STOP talking about Server fps? There is no such thing to begin with. Why Rocket uses that term is in my mind mindblowing and really retarded unless the server is actually running a 3d console with moving images instead of text.

 

Frames per second, used for measuring the frame rate in a moving image.

Edited by Zanders

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Can we please STOP talking about Server fps? There is no such thing to begin with. Why Rocket uses that term is in my mind mindblowing and really retarded unless the server is actually running a 3d console with moving images instead of text.

 

Frames per second, used for measuring the frame rate in a moving image.

 

Or you could just google it, it seems like its something. Perhaps rocket is just using laymans terms for something similar, where true movements per frame are constrained by the server. and if that doesnt make sense to you, then im not sure if you actually have any knowledge about things relating to development.

Edited by Mazzar
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He is talking about server performance not client performance, apples and oranges here.

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  S1ippery Jim ‏@S1ipperyJim39m

@S1ipperyJim "... to meet our objectives" context is important when quoting. And just as night follows day, we didn't meet our objectives
 

 

Don't know if anyone felt like sharing this or not, so here.

Edited by Mathos

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  S1ippery Jim ‏@S1ipperyJim39m

@S1ipperyJim "... to meet our objectives" context is important when quoting. And just as night follows day, we didn't meet our objectives

 

 

Don't know if anyone felt like sharing this or not, so here.

 

Old news.

Edited by Kumando

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rocket2guns

 

At the risk of creating an impending PR disaster, I'll reply by saying that it appears we might have solved our core work on this. However onPlayerConnecting is causing a crash with is making it difficult to verify the system changes actually work.

Now, anyone quoting this please read. It is quite common after significant optimization to create crashes. C++ apps crash very easily when something is a little wrong, due to memory allocation. So this isn't some kind of disasterous news, it's really just no news. Just typical development.

Our initial test showed a stable framerate, but we can't verify it until we remove the crash bug because it occurs with connection/disconnection.

 

CHOO CHOO

 

 

Best news since last week.  We maybe one critical bug away from Release!

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yap

 

So, a bit off topic, but F5ing this page... your constant edits are confusing the everloving hype out of me.

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Best news since last week.  We maybe one critical bug away from Release!

 

Better change your sa imminence level ;)

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