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This week's tale of Senate impotence

Wildcat84Wildcat84 Member Posts: 2,304
Galactic Senate Weekly Report

 

Friday, 27th October 2006

Compiled by Khristen





 

Welcome to this week's Galactic Senate Report!  This is a summary of what the Galactic Senators have done this week and what's been happening in the Senate forums.

 





 

This Week in SWG

 

Chapter 3.6 went
to the live servers this week bringing with it a fix for the issue
allowing attacks on unattackable targets as well as the creature
harvesting droids.  If you find any bugs or have issues with the
current publish, please file an in-game /bug report or report it in the
above discussion thread.  Customer Service is aware of an exploit that
can result in the accumulation of excessive Expertise Abilities and
strongly suggests that any player who may have used this exploit visit
a Profession Counselor to reset their Expertise to normal levels; you
can find more information in the Expertise Respec Announcement  on how to resolve excess points.

 

This week also saw the publication of the Sixth Official SOE Podcast which included the latest event updates from the Event God Pex.  You can always keep up-to-date on the latest in-game events using the Current Player Events Page.  Last week's Friday Feature showcased new additions to the Galactic Hot Spots with some awesome entries; if you have a location you would like to see featured you can read more about the Galactic Hot Spot Submission Guidelines

 

Players are getting ready to celebrate Halloween with in-game
events, and there are many tools available to make your event a
success.  Pex put together a guide to some of these tools with his Creepy Event Perks, Shadow Night, Winterfest and Halloween post.  GarVa also issued a Haunted Homeshow Challenge, but the deadline is Monday, October 30th so get those entries in soon!  You can also see some of the results of the Community Pumpkin Challenge! in the ATTACK OF THE PUMPKINS and REVENGE OF THE PUMPKINS posts...great job everyone!

 

We heard from Rogue_5 last Friday with information on the Commando Expertise in his Comlink.  Several posts were made throughout the thread so be sure to check the Dev Tracker for additional information. 

 

Polls were also posted on the main page looking for player
feedback on GCW play style preferences and reasons not to PvP which
sparked discussions throughout the community.  Helios_SOE also posted a controversial thread entitled RFC: PvP Overt Timers & Communication Restrictions which generated lots of feedback from the community.  On a less controversial note was his Fun Poll: Favorite SWG Creature

 

EJDev provided the promised information on the Entertainer Expertise with a Summary of proposed Entertainer changes
Among the proposed changes is the introduction of an Entertainer camp
(as an available module with the re-introduction of camps), the ability
to choose combat options as an Entertainer with a Teras Kasi-type feel,
and a new Buff/Insipiration system.  There will be other goodies and
information coming at a future date.

 

You can check out all the latest from the development team by using the Dev Tracker and the Community Tracker.  Have a great weekend!

 





 

Senate Forum Discussion Summary






(NEW) Legacy Quest - the new races, by Ackehece
Issues with adding races to the Legacy Quest series are shared with the
suggestion of adding a few seconds on to the allowed time.  No response.

 

(NEW) About the Poll, by Psychopyro80
Feedback on the GCW and PvP poll is discussed.  Senators ask why an
option for "I do not like PvP" was not included as an option because
many players just do not care for the play style regardless of any
perks or changes that could be made.  The lack of an option for lag
issues was also brought up.  Shadowbrak states that "I don't feel like it" is not an option they can fix, and that option would generate useless data for them.  Thunderheart also shares that the poll option function is limited to 10, but it would make an interesting follow-up poll.

 

(NEW) Commando Legacy Weapons, by Heswindu: What's going to happen to the currently disabled heavy weapons?  No response was received in the Senate Forum, however HanseSOE posted in the Comlink that no changes were made to heavy weapons with Chapter 4.

 

(CONTINUED) Possible Lifting on RAM Restrictions? by Psychopyro80
The discussion continues now that changes along these lines have been
put onto Test Center.  Senators are reporting a noticable difference
with the increase.  Tereb shared
that the cap on Test Center is now set at 1500MB rather than at 750MB. 
Users with more than 1GB of RAM may see more of it get used.  This came
to live with Chapter 3.6 and the limit will be upped to 2 GB with 3.7.

 

(NEW) Apparently, they like Spock, by BadMisterFrosty:  Musing on the contradictory nature of many forum posters, BadMisterFrosty shares his thoughts on the conflicting desires of many community members when it comes to game play issues and development.  Thunderheart joins the discussion and shares his observations in regards to game theory discussions pre-launch and present.

 

(NEW) Cyber Arm Proc effects, by Ackehece:  After seeing multiple reports of issues with proc effects using the Cyber Arm as an Officer, Ackehece assembles information on it.  No response.

 

(NEW) PvP and the GCW Rank System, by Meatpuppet1987: Concerns
about PvP gains in the GCW rank system are brought up.  Suggestions for
making PvP a more effective way of gaining GCW points--such as
increasing the number of points gained from PvP kills, making group PvP
a source of PvP points, and creating an Entertainer inspiration to
increase PvP point gain--are also included.  BadgerSmaker brings up concerns about potential fight-clubbing.  Khristen adds
that it may be necessary to wait and see how much of an affect rank
will have on the amount of points gained before adjustments are made.  No response.

 

(CONTINUED) Condemned Structures Need to Go, by Khristen: Since the community desire for a pack-up of inactive housing seems to be having technical difficulties, Khristen requests
that the bug be fixed that keeps condemned structures around
indefinitely.  When the auto-deduct/condemned structure maintenance
system was first put in, structures were supposed to be destroyed after
6 months in a condemned state.  Khristen brings
up the issue again as reports surface that Customer Service has told
players that a "new" game mechanism has been installed to remove
condemned structures after 6 months.  Thunderheart previously
stated that part of the challenge facing pack-up is that the player has
to be in the world for a structure to be packed up.  No further
response.

 

(NEW) Factory Spam Bug Appears to be Back, by Elyssa:  After seeing reports of the return of a much-hated bug, Elyssa shares
information on the bug with factories that spams system messages.  A
work-around is shared: keep a "junk" schematic for each of the factory
types in your datapad so the system will not generate the "You do not
have a schematic...." message.  Thunderheart gets clarification on the repro steps and gets the information passed on to the team.

 

(CONTINUED) Dude, where's my ITV?, by SamousNemo: The discussion about ITVs being uncallable in some cases is brought up again as Elyssa shares detailed information on testing results.  No further response.

 

(NEW) Why is a stealth move being given to Commando?, by Marrow1:  The logic of giving a damage-dealer the ability to be sneaky is questioned.  Glzmo points
out that while it does not seem to be an obvious choice, it gives
Commandos the ability to chose what type of Commando they want to
play.  No response.

 

(NEW) How do you want to have the GCW?, by BadMisterFrosty
A discussion about what the Senators as players would like to see the
GCW as begins, also allowing for larger community-based feedback.  No response.

 

(NEW) Buying unflyable ships - can we stop it?, by Red-Dwarf:  After seeing other players selling Jedi Starfighters and ARC ships, Red-Dwarf questions
why these ships aren't made No Trade since a player cannot use either
of these ships without completing the quest that grants them.  The deed
itself does not reflect this, resulting in player confusion and CSR
tickets when the ships cannot be used.  Glzmo suggests that the deeds could be used to replace decayed chassis while Psychopyro80 offers the suggestion to remove the quest requirement to use the ship.  No response.

 

(NEW) What do you do?, by Tralmek:  With recent talk of play styles, Tralmek decides
to start a place to post individual Senator play style preferences in
the effort to improve communication between the Senators.  Thundeheart joins the discussion.

 

(CONTINUED) Request for clarification on extra inventory deed, by MoyaWookiee:
After hearing reports from players that the extra inventory deed is not
working on some structures, clarification is requested on the item.  Khristen brings up the issue again as players continue to look for more information.  Thunderheart
previously assured us that he is still looking into the restrictions as
structure/container permissions are complex issues.  No further
response.

 

(NEW) Any chance of a medic expertise update, by Marrow1:  More information is sought about the Medic Expertise.  Thunderheart states it will be coming as soon as possible.

 

(NEW) What is the "True" Entertainer to do?, by Psychopyro80:  After reading EJDev's information on the Entertainer Expertise, Psychopyro80 brings up concerns that Entertainer is being turned into a Bard class.  No response.

 





 

In the Public Eye

You can read more from the Galactic Senators using the Senator Tracker.  Like the Dev Tracker, you can find links to all posts made by a Galactic Senator.  Here are some of the important posts for you to see!

 

Featured Posts from Galactic Senators:

Current Senator Discussion Threads:

 





 

Senate Picks

There are some awesome discussion threads and ideas out there!  Here
are some of the important and interesting threads to see that we've
found:

 



Comments

  • RekrulRekrul Member Posts: 2,961
    (CONTINUED) Possible Lifting on RAM Restrictions? by Psychopyro80
    The discussion continues now that changes along these lines have been
    put onto Test Center.  Senators are reporting a noticable difference
    with the increase.  Tereb shared
    that the cap on Test Center is now set at 1500MB rather than at 750MB. 
    Users with more than 1GB of RAM may see more of it get used.  This came
    to live with Chapter 3.6 and the limit will be upped to 2 GB with 3.7.


    imageimageimage

    1500? 1.5 gigs? For what?

    And 2 gigs? For what?

    And no, visuals simply don't count, because games out there manage thousands (several 1000) different particle effects and animations, not dozens that SWG offers.




  • Wildcat84Wildcat84 Member Posts: 2,304
    It's so they can code even more inefficiently and waste more system resources.




  • kissodeathkissodeath Member Posts: 102
    I guess all those supercool particle effects .....I dont play NGE .....dont have many numbers to calculate anymore thou

    image

  • BissrokBissrok Member Posts: 1,002

    Originally posted by Wildcat84
    It's so they can code even more inefficiently and waste more system resources.


    The excuse I read was "But everyone's got at least 2 gig! We didn't want it to go to waste!"


  • XcathdraXcathdra Member CommonPosts: 1,027

    Ahh.. so in true fashion they are fixing something that was never broke... gotcha..

     

    Xcathdra

    Having access to a billion $ IP - Billions of dollars..
    Having access to a massive fan base of said IP - Even more Billons...
    Singly handedly alienating them due to stupidity - Priceless.

  • ObraikObraik Member, Newbie CommonPosts: 7,261
    I'm truly speechless...

    image

    image

  • jrscottjrscott Member Posts: 1,252


    (CONTINUED) Condemned Structures Need to Go, by Khristen: Since the community desire for a pack-up of inactive housing seems to be having technical difficulties, Khristen requests
    that the bug be fixed that keeps condemned structures around
    indefinitely.  When the auto-deduct/condemned structure maintenance
    system was first put in, structures were supposed to be destroyed after
    6 months in a condemned state.  Khristen brings
    up the issue again as reports surface that Customer Service has told
    players that a "new" game mechanism has been installed to remove
    condemned structures after 6 months.  Thunderheart previously
    stated that part of the challenge facing pack-up is that the player has
    to be in the world for a structure to be packed up.  No further
    response.


    Uhhhh...seems like a pretty simple issue to get around dudes.  Put them in the world during the packup procedure (as part of that procedure), then take them back out.  Little chance of them already being logged on, since you are dealing with people who have not logged on for at least 6 months.

    Of course, they would likely forget to take them back out of the world at the end of the proc, leaving 100s of thousands of ghosts in game, but they would eventually, in two years or so get around to removing them.  image

    I'm sorry, this challenge seems like child's play to an experienced developer.

    I realize I said I quit. I never said it was forever :)

  • Apache_Apache_ Member Posts: 168



    Originally posted by Rekrul

    (CONTINUED) Possible Lifting on RAM Restrictions? by Psychopyro80:  The discussion continues now that changes along these lines have been put onto Test Center.  Senators are reporting a noticable difference with the increase.  Tereb shared that the cap on Test Center is now set at 1500MB rather than at 750MB.  Users with more than 1GB of RAM may see more of it get used.  This came to live with Chapter 3.6 and the limit will be upped to 2 GB with 3.7.



    imageimageimage

    1500? 1.5 gigs? For what?

    And 2 gigs? For what?

    And no, visuals simply don't count, because games out there manage thousands (several 1000) different particle effects and animations, not dozens that SWG offers.




    Are they saying that haveing 2 gigs of RAM is going to be a system requirement?  What could possibly take up that much RAM from SWG?  I remember playing Pre-CU with 512.  Sure it got choppy from time to time so I upped it to 1 gig.   But 2 Gigs??  
  • StarnickStarnick Member Posts: 140
    (Repost) Clarification on the gigs of ram...





    Since there has been some confusion on what this means, I will explain.

    Before
    publish 3.6 the game would allocate 75% of your current availible
    memory (RAM) to the game up to 1GB. Meaning that if you had 1GB or more
    of TOTAL RAM, the system would allocate 750MB to the game.

    256MB = 192MB of RAM to the game
    512MB = 384MB of RAM to the game
    756MB = 567MB of RAM to the game
    1024MB(1GB)or More = 750MB of RAM to the game (not quiet 75%image

    After
    publish 3.6 the game allocates 75% of your current availible memory
    (RAM) to the game up to 2GB. Meaning that if you have 2GB or more of
    TOTAL RAM, the system will allocate 1.5GB to the game.

    256MB = 192MB of RAM to the game
    512MB = 384MB of RAM to the game
    756MB = 567MB of RAM to the game
    1024MB(1GB) = 750MB of RAM to the game (not quiet 75%image
    1280MB = 960MB of RAM to the game
    1536MB = 1152MB of RAM to the game
    1792MB = 1344MB of RAM to the game
    2048MB(2GB) or More = 1500MB of RAM to the game (not quiet 75%image

    As
    you can see, this only affects people who have MORE then 1GB of RAM. If
    you do not have more then 1GB of RAM, it will not affect YOU! you will
    notice no difference at all. You do not need to buy more memory to play
    the game. You can still play it as you have been since this change went
    in with the publish of 3.6. The change is already in the Live game you
    have been playing.



    So for all of us with 1 GB of ram, our performance should be better because we won't be capped at 750 mb of ram...



  • Wildcat84Wildcat84 Member Posts: 2,304

    My machine can perform:

    Athlon 64x2 5000+, 4GB DDR2 RAM, GeForce 7900GT

    The NGE cannot.

    I logged in for 30 minutes and got tired quickly of 10 on 10 gankfest.

    Ugh.

    They could dope up the NGE with Levitra, Viagra, and a shot of heroin and it would still be impotent.



  • ArcAngel3ArcAngel3 Member Posts: 2,931

    One thing I'll say is that it'll be a small mercy to the tortured souls in SWG if they FINALLY bring back camps.  My gosh, people have been trying to explain to SOE the simple concept that "CAMPS ARE FUN" since they were yanked with the rest of the fun things we all did. 

    Having said that, I still think it's crappy to give people back one thing at a time over the course of months, all the while taking their money, when they could restore everything via classic servers.  To me it seems like they promise little tidbits of things that they wrongfully took away, to keep people playing and paying.  I could be wrong, I'm not a mind reader, but when I was playing SWG last month, I really felt strung along. (e.g. keep playing and you'll get bases back soon, and TK back soon, and now camps back soon...etc.)  BAH, keep it SOE.  I'm not paying any more money while I wait months to get things back that I enjoyed.  Besides after you give it back, how do I know that you won't just up and delete stuff again?

    Sick of the mind games SOE, no thanks.

    ARC3

  • XcathdraXcathdra Member CommonPosts: 1,027

    So we dump just about everything out the window when they brought us the NGE. We all beg for them to give us stuff back... They say no, it will never happen...

    Then they start giving us stuff back slowly and ask dumb questions (and it was fun?). It just proves they have no concpet of what the players enjoyed, what the players liked, or what the players wanted. Their own arrogance got the better of them with the we know what you want attitude.

    Then they get upset because all they see on the SOe Forums are nothing but negative comments about whats going on.

    Management needs to go...

    Devs need to go.....

    Community relations need to go...

    The Senators need to go....

    The NGE needs to go....

    Then and only then are they in a position to go forward..

     

    Xcathdra

    Having access to a billion $ IP - Billions of dollars..
    Having access to a massive fan base of said IP - Even more Billons...
    Singly handedly alienating them due to stupidity - Priceless.

  • RekrulRekrul Member Posts: 2,961

    Originally posted by ArcAngel3
    One thing I'll say is that it'll be a small mercy to the tortured souls in SWG if they FINALLY bring back camps.  My gosh, people have been trying to explain to SOE the simple concept that "CAMPS ARE FUN" since they were yanked with the rest of the fun things we all did. 

    What will you do with camps? They serve no purpose anymore, since the mechanics behind them was removed. Nobody also goes out hunting, there is no more downtime.

    Once camps do come back, many people will realize how meaningless they are, and how the world has changed. If you venture outside of larger cities, you'll see there's really nobody there. Nobody will run across your camp, nobody will randomly wander in.

    Roleplayers? Sure, all 18 of them still left in the game.


  • Agricola1Agricola1 Member UncommonPosts: 4,977
    Agreed, camps no longer serve a purpose in the NGE. You could say camps are pointles in the NGE, but I prefer to say that the NGE is just pointless. Camps did serve a purpose once, the NGE never did.

    "Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience"

    CS Lewis

  • AfroPuffAfroPuff Member Posts: 207

    I will say this in defence of the RAM changes.  A lot of the 'lag' I used to see was really the result of caching delays while my hard drive thrashed (swapped game files from disk to RAM and back). I'd walk into a building, and  have to wait for my drive to fetch the textures. I'm sure others see this performance issue.

    Once upon a time the whole game could live inside of 750MB, so people with 1 gig of RAM could actually load the whole game into memory for improved performance.  With 3 expansions and whatever else now, it hasn't been possible to load the whole game into RAM like you could before, since the game was limiting itself to 750MB max.

    This change should improve performance noticiably. My only question is: why'd it take so long to make this change?

     I'm also flabbergasted by this exchange:









     

    (NEW) About the Poll, by Psychopyro80:  Feedback on the GCW and PvP poll is discussed.  Senators ask why an option for "I do not like PvP" was not included as an option because many players just do not care for the play style regardless of any perks or changes that could be made.  The lack of an option for lag issues was also brought up.  Shadowbrak states that "I don't feel like it" is not an option they can fix, and that option would generate useless data for them.  Thunderheart also shares that the poll option function is limited to 10, but it would make an interesting follow-up poll.

     

     

     




    It's not smart to sabatoge your poll data.  If you feel it's important to get players into PvP, but it happens that a significant amount of players won't PvP no matter what games changes you make, then you need to know that, before you devote scarce developer hours to that issue. It takes special talent to be this bad at requirements gathering - I'm continually surprised at just how good they are at being bad.

     

    image
    SWG Team Mtg.

  • RekrulRekrul Member Posts: 2,961

    Originally posted by AfroPuff

    I will say this in defence of the RAM changes.  A lot of the 'lag' I used to see was really the result of caching delays while my hard drive thrashed (swapped game files from disk to RAM and back). I'd walk into a building, and  have to wait for my drive to fetch the textures. I'm sure others see this performance issue.

    Once upon a time the whole game could live inside of 750MB, so people with 1 gig of RAM could actually load the whole game into memory for improved performance.  With 3 expansions and whatever else now, it hasn't been possible to load the whole game into RAM like you could before, since the game was limiting itself to 750MB max.

    This change should improve performance noticiably. My only question is: why'd it take so long to make this change?



    Wrong. There's nothing in SWG that would warrant the use of 750Mb in the first place.

    Particle effect heavy games (3D textures, 128x128x32 or 256x256x(16-64), upwards of hundreds of such effects) run contently with 128-512 Mb of RAM.

    Expansions and all that make no difference. The game has always been several gigs in size, and loading entire game into memory was never an option.

    This is just a sign of improper use of graphics pipeline.

    The reason why it makes no difference to performance whether you give the client 1 or 2 gigs, is because you're still limited by graphics pipeline. Graphics cards can use a maximum of 256 Mb or so of assets (meshes, textures, buffers, shaders, ...). Loading those assets into graphics card is prohibitively expensive, so engine must avoid such situations.

    Performance comes from designing asset manager in such a way that you never have more than what you need, and the needs change very infrequently and incrementally.

    Increasing memory cap is a managerial solution. "Oh, application running too slow? Buy better computer". Unfortunately, it doesn't solve anything. But that is a very good solution for customers with more money than brain, who will willingly dish out upwards of $500k for a new data center, not realizing that money will be wasted, since the bottlenecks aren't removed.
  • iskareotiskareot Member Posts: 2,143



    Originally posted by Wildcat84
    It's so they can code even more inefficiently and waste more system resources.




    Correct answer FTW

    ______________________________
    I usually picture the Career builder commercial with the room full of monkeys and upside down sales chart when thinking about the SOE/SWG decision making process.....
    SOE's John Blakely and Todd Fiala issued a warning: "Don't make our mistakes." Ref NGE
    Winner of the worst MMOS goes to.... the NGE and SWG..!!! http://www.mmorpg.com/showFeature.cfm?loadFeature=1034&bhcp=1

  • ObraikObraik Member, Newbie CommonPosts: 7,261



    Originally posted by Rekrul



    Originally posted by AfroPuff

    I will say this in defence of the RAM changes.  A lot of the 'lag' I used to see was really the result of caching delays while my hard drive thrashed (swapped game files from disk to RAM and back). I'd walk into a building, and  have to wait for my drive to fetch the textures. I'm sure others see this performance issue.
    Once upon a time the whole game could live inside of 750MB, so people with 1 gig of RAM could actually load the whole game into memory for improved performance.  With 3 expansions and whatever else now, it hasn't been possible to load the whole game into RAM like you could before, since the game was limiting itself to 750MB max.
    This change should improve performance noticiably. My only question is: why'd it take so long to make this change?

    Wrong. There's nothing in SWG that would warrant the use of 750Mb in the first place.

    Particle effect heavy games (3D textures, 128x128x32 or 256x256x(16-64), upwards of hundreds of such effects) run contently with 128-512 Mb of RAM.

    Expansions and all that make no difference. The game has always been several gigs in size, and loading entire game into memory was never an option.

    This is just a sign of improper use of graphics pipeline.

    The reason why it makes no difference to performance whether you give the client 1 or 2 gigs, is because you're still limited by graphics pipeline. Graphics cards can use a maximum of 256 Mb or so of assets (meshes, textures, buffers, shaders, ...). Loading those assets into graphics card is prohibitively expensive, so engine must avoid such situations.

    Performance comes from designing asset manager in such a way that you never have more than what you need, and the needs change very infrequently and incrementally.

    Increasing memory cap is a managerial solution. "Oh, application running too slow? Buy better computer". Unfortunately, it doesn't solve anything. But that is a very good solution for customers with more money than brain, who will willingly dish out upwards of $500k for a new data center, not realizing that money will be wasted, since the bottlenecks aren't removed.


    Tereb made a post about it and said that it's an improvement you would notice after long play sessions.  Rather then dumping out data when you've shuttled to make room for the new info, it can instead take advantage of the larger available memory and keep previous locations ready when you shuttle back there again.

    You generally want more data in the memory rather then on the much slower HDD when it comes to performance.

    image

    image

  • ObeeObee Member Posts: 1,550

    Originally posted by AfroPuff

    I
    will say this in defence of the RAM changes.  A lot of the 'lag' I
    used to see was really the result of caching delays while my hard
    drive thrashed (swapped game files from disk to RAM and back). I'd
    walk into a building, and  have to wait
    for my drive to fetch the textures. I'm sure others see
    this performance issue.

    Once
    upon a time the whole game could live inside of 750MB, so people
    with 1 gig of RAM could actually load the whole game into
    memory for improved performance.  With
    3 expansions and whatever else now, it hasn't been possible to load the
    whole game into RAM like you could before, since the game was limiting
    itself to 750MB max.

    This change should improve performance noticiably. My only question is: why'd it take so long to make this change?

     I'm also flabbergasted by this exchange:

      (NEW) About the Poll, by Psychopyro80
    Feedback on the GCW and PvP poll is discussed.  Senators ask why
    an option for "I do not like PvP" was not included as an option because
    many players just do not care for the play style regardless of any
    perks or changes that could be made.  The lack of an option
    for lag issues was also brought up.  Shadowbrak states that "I don't feel like it" is not an option they can fix, and that option would generate useless data for them.  Thunderheart also shares that the poll option function is limited to 10, but it would make an interesting follow-up poll.
         

    It's
    not smart to sabatoge your poll data.  If you feel
    it's important to get players into PvP, but it happens
    that a significant amount of players won't PvP no matter what games changes you make,
    then you need to know that, before you devote scarce developer
    hours to that issue. It takes special talent to be this bad at
    requirements gathering - I'm continually surprised at just how good
    they are at being bad.

     


    Yeah, why waste time trying to solve something that doesn't have a
    solution?  "I don't like it" is an option they don't need to
    fix.  One of the options was something like, 'I'm not good at
    it'.  How the hell is that any more fixable than "I don't like
    it"?  It's amazing how inept the SWG dev team is.








  • s0ulls0ull Member Posts: 186

    Originally posted by Obraik
    Originally posted by Rekrul
    Originally posted by AfroPuff
    I will say this in defence of the RAM changes.  A lot of the 'lag' I used to see was really the result of caching delays while my hard drive thrashed (swapped game files from disk to RAM and back). I'd walk into a building, and  have to wait for my drive to fetch the textures. I'm sure others see this performance issue. Once upon a time the whole game could live inside of 750MB, so people with 1 gig of RAM could actually load the whole game into memory for improved performance.  With 3 expansions and whatever else now, it hasn't been possible to load the whole game into RAM like you could before, since the game was limiting itself to 750MB max. This change should improve performance noticiably. My only question is: why'd it take so long to make this change?
    Wrong. There's nothing in SWG that would warrant the use of 750Mb in the first place.

    Particle effect heavy games (3D textures, 128x128x32 or 256x256x(16-64), upwards of hundreds of such effects) run contently with 128-512 Mb of RAM.

    Expansions and all that make no difference. The game has always been several gigs in size, and loading entire game into memory was never an option.

    This is just a sign of improper use of graphics pipeline.

    The reason why it makes no difference to performance whether you give the client 1 or 2 gigs, is because you're still limited by graphics pipeline. Graphics cards can use a maximum of 256 Mb or so of assets (meshes, textures, buffers, shaders, ...). Loading those assets into graphics card is prohibitively expensive, so engine must avoid such situations.

    Performance comes from designing asset manager in such a way that you never have more than what you need, and the needs change very infrequently and incrementally.

    Increasing memory cap is a managerial solution. "Oh, application running too slow? Buy better computer". Unfortunately, it doesn't solve anything. But that is a very good solution for customers with more money than brain, who will willingly dish out upwards of $500k for a new data center, not realizing that money will be wasted, since the bottlenecks aren't removed.

    Tereb made a post about it and said that it's an improvement you would notice after long play sessions.  Rather then dumping out data when you've shuttled to make room for the new info, it can instead take advantage of the larger available memory and keep previous locations ready when you shuttle back there again.

    You generally want more data in the memory rather then on the much slower HDD when it comes to performance.


    But most that still play NGE don't seem to play for long periods of time. The few people I know that are still playing still only log for a few hours at a time at most. I don't understand SOE's way of thinking its like they want to give themselves anything to do other than go over the changes they made after the NGE


  • ObraikObraik Member, Newbie CommonPosts: 7,261



    Originally posted by s0ull



    Originally posted by Obraik



    Originally posted by Rekrul



    Originally posted by AfroPuff

    I will say this in defence of the RAM changes.  A lot of the 'lag' I used to see was really the result of caching delays while my hard drive thrashed (swapped game files from disk to RAM and back). I'd walk into a building, and  have to wait for my drive to fetch the textures. I'm sure others see this performance issue.
    Once upon a time the whole game could live inside of 750MB, so people with 1 gig of RAM could actually load the whole game into memory for improved performance.  With 3 expansions and whatever else now, it hasn't been possible to load the whole game into RAM like you could before, since the game was limiting itself to 750MB max.
    This change should improve performance noticiably. My only question is: why'd it take so long to make this change?

    Wrong. There's nothing in SWG that would warrant the use of 750Mb in the first place.

    Particle effect heavy games (3D textures, 128x128x32 or 256x256x(16-64), upwards of hundreds of such effects) run contently with 128-512 Mb of RAM.

    Expansions and all that make no difference. The game has always been several gigs in size, and loading entire game into memory was never an option.

    This is just a sign of improper use of graphics pipeline.

    The reason why it makes no difference to performance whether you give the client 1 or 2 gigs, is because you're still limited by graphics pipeline. Graphics cards can use a maximum of 256 Mb or so of assets (meshes, textures, buffers, shaders, ...). Loading those assets into graphics card is prohibitively expensive, so engine must avoid such situations.

    Performance comes from designing asset manager in such a way that you never have more than what you need, and the needs change very infrequently and incrementally.

    Increasing memory cap is a managerial solution. "Oh, application running too slow? Buy better computer". Unfortunately, it doesn't solve anything. But that is a very good solution for customers with more money than brain, who will willingly dish out upwards of $500k for a new data center, not realizing that money will be wasted, since the bottlenecks aren't removed.


    Tereb made a post about it and said that it's an improvement you would notice after long play sessions.  Rather then dumping out data when you've shuttled to make room for the new info, it can instead take advantage of the larger available memory and keep previous locations ready when you shuttle back there again.

    You generally want more data in the memory rather then on the much slower HDD when it comes to performance.



    But most that still play NGE don't seem to play for long periods of time. The few people I know that are still playing still only log for a few hours at a time at most. I don't understand SOE's way of thinking its like they want to give themselves anything to do other than go over the changes they made after the NGE


    Tereb is the one that changed it, which is part of his job.  He builds the client.

    A few hours would be considered a long play session IMO.  You don't need to play a long period of time to shuttle alot of places though, which is where this change has been said to have the most benefit.

    I always thought it was kinda silly to have a cap on how much memory the game could use.  I have 2gb of memory, why not put it to full by removing the cap and allowing Windows to do the memory managing instead.

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  • TrubadurenTrubaduren Member Posts: 575
    rofl

    Starwars Galaxies, An Empier Diveded, That's what it says on my box anyway.

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