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| Operation Flashpoint: Dragon Rising - The Game (PC) Anything related to Operation Flashpoint: Dragon Rising on PC. |
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27-08-2009, 10:26 AM
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#101 (permalink) | |||||
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Member
Join Date: Aug 2009
Posts: 34
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Okay, now this is starting to get a little tiring.
Hi alphatango1. If you want to prove my theory wrong then you either need to test my theory properly (with logic and factual evidence, and the theory will either stand, fall, or be revised), or you can create a contending theory. I've been trying to get you skeptics to test my theory correctly (with logic and factual evidence), however none of you seem to be getting the idea (with the exception of Baff). So, I figure it's on to plan "B" then. If you want to prove my theory wrong, then I recommend you create a contending theory. Then we will test your theory (in the same way you should all be testing mine), and it will either stand, fall, or be revised. Sheesh, I'm even giving these skeptics advice on how to prove my theory wrong, and they're still having trouble... I'm starting to wonder if the only skeptic of my theory that is capable of properly disproving my theory is me. And maybe Baff. Alright, alphatango1 (flashy name by the way), Let's do this. Quote:
"impossible"... Hehe... Quote:
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You made that statement almost as though you were going to back it up with logic and irrefutable evidence. Well, not really. Quote:
(watch out folks, I'm about to go into simplification mode) Let's suppose you're right. Let's suppose that Dragon Rising uses every last drop of computer juice for it's streaming system or whatever (mmm... streaming computer juice...), and it is somehow impossible for them to lower the quality of the graphics even slightly for the benefit of gameplay. I'm betting those 24 pathfinding AI goons laying around take up some juice right? What if, we sold those 24 AI goons for how much juice they're worth, and buy real human players instead!? I mean sure, AI goons have a different juice value on the open market than real human players – logic suggests that AI goons are probably around the same juice value as human players, but Baff's findings suggest that AI goons are worth less. Regardless, I reckon you should be able to buy at least 4 - 8 human players, don't you think? ![]() The theory (and the logic behind it) still stands. Time for bed, -Chaser |
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27-08-2009, 10:46 AM
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#102 (permalink) | |
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Senior Member
Join Date: Apr 2009
Location: Ontario, Canada
Posts: 1,386
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First of all, lets take the DLC idea. It's said in an article a few weeks ago that stuff was being held back. That made me not happy. http://community.codemasters.com/for...13&postcount=2 Which very promptly got a return http://community.codemasters.com/for...92&postcount=8. I was pleased with the answer. Right up untill I read this thread, and seen your post from page 3. I read your links and it occured to me what a large part of the DLC problem no doubt comes from. This is gonna stir the pot, but that is not my intentions. It's actually an issue with the 360, probably by a large amount. http://www.1up.com/do/newsStory?cId=3169963 - an article about some game named rage and it's 360 woes. They've already hit the technical limit wall, with a huge part of the problem being storage. 360's have optional HD's and DVD Drives (8.5 Gigs? I usually use single layer). PS3's have BLUERAY (Up to 50 Gigs on 1 disc), and HD's. Not to mention the ability to upgrade the HD and add an external drive as well. http://gaygamer.net/2007/05/gta_iv_3...to_show_t.html From RockStar (Your link again). Stating a big problem is Storage. http://gamer.blorge.com/2009/01/03/r...-to-its-limit/ and finally from the makers of Red Faction. Quote - Gameplayer: So you’re saying that RFG is pushing the hardware as far as it can go? Squeezing every drop of juice out of the Xbox 360?
__________________
The reason the Air Force, Army, Navy and Marines bicker amongst themselves is that they don't speak the same language. For instance, Take the simple phrase "secure the building". The Army will post guards around the place. The Navy will turn out the lights and lock the doors. The Marines will kill everybody inside and set up a headquarters. The Air Force will take out a 5 year lease with an option to buy. |
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27-08-2009, 11:45 AM
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#104 (permalink) |
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Senior Member
Join Date: Jun 2009
Posts: 360
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Hi Chaser,
A lot has been written in this thread and I havent got time to read through every page. So to clarify, you are maintaining that: 1). The MP 4 vs 4 has no bearing on the network or the CPU of the consoles? That despite the PC having a higher MP count, the decision to not duplicate this feature on the platform was due to non technical reasons? 2). The Mission Editor. Again this is not included due to Non technical reasons? 3) That using AI bots uses more resources than human ones. Correct? Have I missed anything? Thanks Alpha |
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27-08-2009, 07:38 PM
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#105 (permalink) |
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Senior Member
Join Date: Jul 2009
Posts: 124
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I do believe that the reason that the limit is in place is because of a lack of bandwidth. Since there are no dedicated servers for consoles in OF:DR, it'll probably end up with one player acting as a server.
Now you say, this shouldn't be a problem, we get 18 players on CoD4 without lag. Yes that's true, but the maps are much smaller on CoD4 so the player's location information may take up only 8 bytes or so each step. In a far larger map like those we'll see in DR, it'll take significantly more bytes to give an accurate location for the player. The bots, also, do not need anywhere near 50% of the bandwidth that the players need. Since each player has some bots which belong to him, those bot's locations can all be expressed in terms of their parent player. ie. Player's Location = x=3867, y=1034, z=20 Bot's Location = x=30, y=10, z=0 The bot's location is then added to the player's location to obtain it's real location at x=3897, y=1134, z=20. I agree with you that processor/graphics horsepower is not an issue, the bot's models will have to drawn anyway. On top of it all, I just can't see any feasible reason why Codemasters would impose the 4v4 limit if it wasn't for technical reasons. There's no way they're doing it for a bit of a laugh or to play a practical joke on the community, and there's no way that they think 4v4 + bots will result in better gameplay. |
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27-08-2009, 07:59 PM
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#106 (permalink) | ||||
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Member
Join Date: Aug 2009
Posts: 34
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Hi Alpha!
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I like this post, and I like how you are seeking friendly clarification. Quote:
I maintain that the 8 player limit imposed on the multiplayer component of the console versions of Dragon Rising is not a technical limitation of the console hardware. I also raise that it should be simple for Codemasters to create an alternate game-type where they simply strip out the 24 AI goons hanging around the competitive multiplayer game-type, and replace them with 4 - 8 human players (making the player count a happy 12 or 16 or so). I understand the higher count you find on PC's, and find nothing wrong with that. Quote:
It's my personally guess that the mission editor was not included with the console version of the game because it would be a very monumental task. It would require tons of work to port it, and to create all the systems that go along with it (ways to share maps with friends, etc). At the end of the day, I think Codemasters decided that it was too much work to please the small portion of their audience who would want the mission editor. Just my guess. Quote:
Baff has provided evidence towards the notion that AI bots actually consume less resources than online player representations. Nobody understands why this is, because this seems to defy all logic: The only difference I can imagine is that an AI bot requires more juice to run it's complex Artificial Intelligence, and that online players tend to come with voice chat (which seems more like a bandwidth issue to me). Nevertheless, Baff's evidence is good, and defeats the logic. If you happen to know why things may be the way they are, please, let us know! Nope. Thank you, -Chaser Last edited by Chaser3275; 27-08-2009 at 08:02 PM. Reason: Whoopsies! Typo. |
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27-08-2009, 08:14 PM
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#107 (permalink) |
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Senior Member
Join Date: Feb 2008
Location: United Kingdom
Posts: 1,344
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Some notes.
24 bots pathfinding is not a very system hungry operation. Dune could do 100's on a 386 10Mhz processor with 1 meg of RAM. Supreme Commander has a default limit of 5,000 AI. The original Operation Flashpoint which ran on a 333 MHz CPU had a default cap of 256. PS 3 is not only very restricted compared to a PC by RAM but also by processor and domestic bandwidth. A typical home broadband package has an upload of 128-256 kbps. Those big internet servers for 64 player games are using 10-1000M uploads and multiple processors each 2 or 3 times as powerful as the Cell chip, processors specifically designed for floating point mathmatical operations not budget clunkers, originally designed to run Microsoft Word for the office computer market. As the poster above mentions, COD is very well designed for multiplayer and is a very well evolved game engine. Cut CM some slack, this isn't their 200th network shooter on this engine it's their first. COD has very severe limitations in order to optimise netcode. Limitations that would fundamentally change the nature of Operation Flashpoint gameplay, from Flashpoint into..well..into COD. Specifically, small view distances and small maps with lots of walls and houses and stuff so that you can never see very many enemies at any one time. Limited choices of player loadouts/equipment. AOI, or Area of Influence. When one player can detect another player, by sight or sound, they have entered into eachothers AOI. The server must then calculate and relay this information 2 times (2!) simultaneously. Once to each of them. (What they look like, what direction they are facing if they are moving, what sounds they make, their stances, their animations etc.). The server must repeat this process once per second for every frame (Fps) the client wishes to receive, so typically 60 times a second on PC, and 30 times a second on console. Add a third player into the AOI and the server must calculate this information 6 times (3!). It must communicate the different positions of each of the 3 players each to the other two players. It's an exponential progression. 1!, 2!, 3!, 4!,5!.....16! etc So that for each player you add to the AOI the system uses wildly more resouces. CPU, RAM and bandwidth. COD deals with this by designing the maps so that players never really see most of the other players at the same time. It splits them up. 4!x4!x4!x4! < 16! An awful lot less. I don't have a scientific calculator on me, but think in terms of millionths of the same amount of resources being used just by smart arena design alone. In Operation Flashpoint however, a guy in a helicopter can see all of them all the time and they can all see him, so the system usage cannot be cheated/optimised in this way. We could of course compromise the view distance. Like many other games do to limit this. But then we would be sniping at ranges of 300 metres again and firing our Hellfires from the same, BF2 style. In order for Operation Flashpoint to simulate long range combat with many players it must needs be a very powerful server. The servers used to run the original game and indeed it's sequels, ArmA and ArmA 2 for 64 players are not domestic computers and not domestic internet links. (64!)! Likewise they are significantly more powerful machines than those used to host a 64 player game of BF or Unreal. In the case of this game we can see that they have chosen to go with half the player numbers in exchange for open realworld maps instead of the contrived "multiplayer arena's" you get in COD. So yes, you can get 16 players in COD.............. but well, in order to do so, the game must play like COD too. Last edited by Baff; 27-08-2009 at 09:36 PM. |
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27-08-2009, 09:19 PM
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#109 (permalink) | |||||||||||
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Member
Join Date: Aug 2009
Posts: 34
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It's Baff!
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![]() A good accurate pathfinding operation can be quite an expensive operation. I know from experience; I somewhat recently built a pathfinder from scratch. There are various tricks that can be used to make it faster (while sacrificing accuracy, and often speed [that probably sounded confusing but it's true]). As long as the pathfinder is well thought out, it shouldn't pose any real threat to the CPU with only 24 units – it is at that point however, significant enough to consider. I'm quite certain that a game like Supreme Commander (with it's 5 000+ AI units) doesn't really pathfind for each individual unit at that scope. Quote:
![]() The typical home bandwidth package provides the same bandwidth into the back of my PS3 as into the back of my PC. Quote:
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![]() There are many times in COD where you can see every player in the level, and no, my PS3 does not explode. Quote:
Limited choices of player loadouts/equipment? Come on, even you know better than that; that has nothing to do with technical limitations, that's a design decision made by the COD developers. Quote:
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Of course, the outgoing information from the server is multiplied by how many clients need the information. More players, more information to go around. Simple. But that certainly doesn't place our limit at 4v4 players! That's just lame! Quote:
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And what's wrong with having dedicated hosts in the console version of the game? Lots of games do that. Quote:
![]() Had to make this post really quick, I've gotta go! -Chaser |
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27-08-2009, 10:04 PM
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#110 (permalink) | |
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Senior Member
Join Date: Feb 2008
Location: United Kingdom
Posts: 1,344
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View distances are very relavent. Especially in an open world shooter. The more people in your AOI, the exponentially more system resources the server uses. Limit the view distance limit the AOI. COD is the wrong example. BF2 is the one you want. It's why the aircraft fly in and out of vision rather than being seen in the blue skies from anywhere on the map. Because if they don't, the game lags. Yes, view distances are also limited to optimise GFX, but lets try and stay on topic, and stick to the networking aspects. Now that you know what to look for you should play COD once more on your PS3. Look out for those times when you can see all the players at the same time. I think you'll find it's a very rare experience indeed. It may also come at a performance hit at them time. I'm sorry but I'm not familiar with any individual map names. I don't play COD. The same netcode optimisations are made for all games using Unreal and ID engines. It's been standard practice since Doom. By the sounds of it you have yet to experience making maps for multiplayer games. Optimisation is the key. There are other tricks, the people at ID know them all. If you wish to become a netcoder for FPS games, you could do a lot worse than learn from the originators and writers of the most commonly used gaming netcodes inthe world. I found their tutorials at www.unrealadmin.org very insightful. I can't recommned it enough to server hosts. you might enjoy it too. The difference in available units and weapons and looks increass the size of the bandwidth. In CoD if you have a choice of 1-8 options, encrypted that info is 1 byte long. 1-16, 2 bytes long. In Flashpoint that could easily be 256 or 32 bytes long. Requiring more bandwidth to transmit and more RAM to store and more CPU power to decrypt. Again since we are multiplying this figures by exponentials even tiny differences will soon multiply out to make vast ones. The server calculates the AOI. Which on a typical console game is "the host". And yes there is no reason why you could not theoretically set up a dedicated server software for your PS3 other than no such server software currently exists. Of course that not many people will buy a PS3 to host a games they can't themselves participate in. Creating a PC server to host for PS3's however, that is a more viable solution in my opinion. It will allow you bigger games and is cheaper to host in a server centre. (Although that's still not to say Codemasters have any member of staff who knows how to program that. Netcoders are not two a penny). Then you could hire a clan server and play on that. This is certainly the only way I can see of increasing the player limits for consolers and still maintaining the integrity of the game rather than just remaking COD by another name. I absolutely agree with you, you are under no obligation to buy a software you don't want. If CM aren't making a game you want to buy, don't buy it. But if you just wanted to know why they have limited multiplayer compared to COD, you now do. There is nothing wrong with asking for 12-16 player multiplayer. There is a new COD coming out. That game is available. Or you could buy a PC and get 12-16 player on this game. What you can't have is this game 12-16 player on a console because the console can't do it for the reasons similar to those I have explained. If you want COD, buy COD. If you want Flashpoint buy Flashpoint, or if want Flashpoint on a system as powerful as PC, buy a PC. It's not rocket science, even if it isn't the answer you wanted to hear. Last edited by Baff; 27-08-2009 at 10:54 PM. |
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