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Dayz - The engine of disconnected unresponsive controls

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Well aside from my obviously sarcastic comment you still were pretty wrong

 

I never posted anything I could be wrong about, just opinions on movement?

EDIT: Still; if you are going to post in a thread please put more effort in than just saying someone is wrong. Discuss!

 

I can't think of a game that handles a map, players, loot and AI the same way as DayZ currently does. Every other MMO works with instances, no? Care to give an example of a game?

Edited by Terrorviktor

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Lets take all the bullets being shot in a game like Planetside 2 or BF4/3 and compare it to Dayz... where ammo and weapons are scarce and there are maybe only 7 shots an hour?

 

 

This is a terrible argument.

 

 

Indeed.

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I never posted anything I could be wrong about, just opinions on movement?

EDIT: Still; if you are going to post in a thread please put more effort in than just saying someone is wrong. Discuss!

 

I can't think of a game that handles a map, players, loot and AI the same way as DayZ currently does. Every other MMO works with instances, no? Care to give an example of a game?

Thats exactly the issue. None handle it the way DayZ does and that's why. DayZ is the odd one out, the map is so big that they can benefit from some smart instancing/occlusion that is seamless.

 

 

Indeed.

 

That was aimed (no pun intended) at the guy who said the bullet physics are why the game is slow

Edited by Frell

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This is a terrible argument.

 

Lets take all the bullets being shot in a game like Planetside 2 or BF4/3 and compare it to Dayz... where ammo and weapons are scarce and there are maybe only 7 shots an hour?

 

lol. Performance arguments that DEFEND DayZ or any Arma2/3 title are insanely outdated and I can't believe you're buying into the talk about the game being too big or what not.

 

The problem is you can't really compare DayZ to a modern military shooter.

I am pretty sure you could use Frostbite or Unreal to power Dayz. Graphics would be better, gameplay the same - but the cost would be too high. .... .. And DayZ SA still two years+ away from Alpha.

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MMO-RPG's do this kind of stuff al the time. 

 

I'm not sure why you people are saying that only ARMA Engine can do this.... that's blatantly false. 

 

I don't know what MMOs you've been playing, but I've never seen one even come close to the view distances in DayZ / ARMA.  Maybe some render mountains in the distance or something, but I bet you couldn't zoom in and see a person climbing that mountain from 1000m away...

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Honestly, the game doesn't feel much better than WARZ did...

 

If that is you personal feeling - you of course have every right to feel so. You can take the Alpha as opportunity to help shape making DayZ a better game. Try posting helpfull suggestions, be constructive and post bug reports.

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I don't know what MMOs you've been playing, but I've never seen one even come close to the view distances in DayZ / ARMA.  Maybe some render mountains in the distance or something, but I bet you couldn't zoom in and see a person climbing that mountain from 1000m away...

Model/animation LOD would undo almost all performance hits that come with this. You should watch planetside 2's "Operation: make faster game" documentary about all the optimizing they went through and now the game runs like a dream. Everyone assumed it was because the game was too big but that wasn't true at all.

Edited by Frell

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Go to Controls, and turn Mouse Smoothing all the way down.  That will really help with the "snappiness" of the controls.  When smoothing is on, it feels really sluggish and aiming is much more difficult.

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Go to Controls, and turn Mouse Smoothing all the way down.  That will really help with the "snappiness" of the controls.  When smoothing is on, it feels really sluggish and aiming is much more difficult.

Then it feels like your camera is pivoting on a cube in a gravel road 

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Go to Controls, and turn Mouse Smoothing all the way down.  That will really help with the "snappiness" of the controls.  When smoothing is on, it feels really sluggish and aiming is much more difficult.

 

Already did that. 

 

 

 

If that is you personal feeling - you of course have every right to feel so. You can take the Alpha as opportunity to help shape making DayZ a better game. Try posting helpfull suggestions, be constructive and post bug reports.

 

 

Hence this post. 

 

 

 

Ah, now you're just trolling. Thanks for the discussion.

 

/leaves.

 

 

Not trolling. 

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Model/animation LOD would undo almost all performance hits that come with this. You should watch planetside 2's "Operation: make faster game" documentary about all the optimizing they went through and now the game runs like a dream. Everyone assumed it was because the game was too big but that wasn't true at all.

 

 

Then it feels like your camera is pivoting on a cube in a gravel road 

 

Almost no work has been done on client optimization to be fair. I hate to use the term but... "i'ts still alpha". :)

The mouse acceleration is also being worked on!

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My argument would be look at gta 5. But it is no where near as advanced as this engine. It looks pretty its largest than chernarus but it runs at 30 fps @720p lol!

I would murder the Internet if I had to play DayZ at that low res haha

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Almost no work has been done on client optimization to be fair. I hate to use the term but... "i'ts still alpha". :)

The mouse acceleration is also being worked on!

I know the acceleration toggle will be added soon, no worries

 

But client optimization I'm wary of. Arma 3 went from alpha to release with barely any performance increase, even though there were many complaints.

 

 

My argument would be look at gta 5. But it is no where near as advanced as this engine. It looks pretty its largest than chernarus but it runs at 30 fps @720p lol!

I would murder the Internet if I had to play DayZ at that low res haha

 

Yes, ON HARDWARE FROM 2007

 

....

 

 

.........

 

DayZ crawls around 30-50 fps on near lowest when you're in a small town with a GTX 770, that is SAD. Lets compare that to GTA 5 running on a toaster with tons of AI and vehicles in a packed city of LA and holding 30 fps with AO/accurate reflections and good post processing.

 

And the ONLY reason GTA 5 is limited at 16 players is because of 

 

1. The consoles were outdated, going over 16 wasn't really advised

2. It used a P2P networking solution to sync vehicles and AI which is limited by players upload rates in many situations. I may be wrong here but the small bugs I noticed seem to be related to p2p, as I've experienced the same when network debugging in the past.

Edited by Frell

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The problem is you can't really compare DayZ to a modern military shooter.

I am pretty sure you could use Frostbite or Unreal to power Dayz. Graphics would be better, gameplay the same - but the cost would be too high. .... .. And DayZ SA still two years+ away from Alpha.

 

Frostbite could never render that many trees/housings.

 

You see, in Battlefield only few trees are 3D.

The ones outside the map are just 2D, basically plain textures.

 

I don't see it rendering trees for 2 km ranges or things  like that.

 

Don't talk from your ass just because you know a few game engine names.

Edited by Hosty

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Frostbite could never render that many trees/housings.

 

You see, in Battlefield only few trees are 3D.

The ones outside the map are just 2D, basically plain textures.

 

I don't see it rendering trees for 2 km ranges or things  like that.

 

Don't talk from your ass just because you know a few game engine names.

Lololol

 

Building render limits are based on how smart you handle LOD

 

Arma 2 has some of the ugliest trees in the world and they look like toothpicks with green tape on them from 40 feet away

Edited by Frell

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Frostbite could never render that many trees/housings.

 

You see, in Battlefield only few trees are 3D.

The ones outside the map are just 2D, basically plain textures.

 

I don't see it rendering trees for 2 km ranges or things  like that.

 

Don't talk from your ass just because you know a few game engine names.

 

 

Honestly, no need to get rude, dude. I guess we are all engine specialists here.

Edited by icedon

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Honestly, no need to get rude, dude. I guess we are all engine specialists here.

 

NO!

 

You insulted him by not thinking Dayz is perfect. 

 

 

APOLOGIZE NOW!

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Dude, do you even know that such game as DayZ would not be possible on Unreal engine? Do you know how hard and long it takes to make a new engine? Do you know that Bohemia Interactive isn't a huge company and have their limits?

The graphics are fine, it's the gameplay that matters.

 

Also the character movement is much more responsive compared to ArmA 2.

Just deal with it, it's alpha.

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- Compared to the mod, Graphics are improved

- For blur, disable post process effects and blur

- Never been a very responsive game, no changes in SA

- Unreal Engine would need a NASA PC to render that map properly

 

 

You don't have to disable post processing all the way to get rid of depth of field. Just setting it to low (or normal I can't remember) will do it.

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In Games like GTA the vehicles/civs only spawn in a radius around the player. They aren't populating the entire city all the time. With dayz you can have 40 people running round spawning stuff in (well when it gets turned on). Imagine GTA trying to populate its map with 40 player radius zones to populate. Im not blindly defending SA im just saying it can at times have a hell of a lot more AI in it than a game like GTA.

Edited by Karmaterror

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In Games like GTA the vehicles/civs only spawn in a radius around the player. They aren't populating the entire city all the time. With dayz you can have 40 people running round spawning stuff in (well when it gets turned on). Imagine GTA trying to populate its map with 40 player radius zones to populate. Im not blindly defending SA im just saying it can at times have a hell of a lot more AI in it than a game like GTA.

That was a hardware limit because the console it was released on was outdated but yes it was part of the reason

 

Buuttttttt SA doesn't have vehicles and pedestrians populating the world so the argument holds no water.

Edited by Frell

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If the engine can handle it why hasn't it opened up for more players on PC then? Theres no way that engine can populate the entire map at once....it would have a heart attack lol

Edited by Karmaterror

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If the engine can handle it why hasn't it opened up for more players on PC then? Theres no way that engine can populate the entire map at once....it would have a heart attack lol

GTA 5 pc hasn't even been announced yet :P

 

But the mistake you're making here is: if a player on the other side of the map loads an area it is not loaded for you also. It's occluded from your stream until you get close to them. You're basically playing single player until the server tells you another player is near you, and then you begin sharing data. 40 strategically placed players could slow you down a bit (But I highly doubt it as the sharing radius is as big as it needs to be) but next-gen should completely get rid of this (and this is no excuse on pc)

Edited by Frell

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