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User information for A.S.

Real Name A.S.   
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Nickname shiho
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Signed On Jul 18, 2011, 06:27
Total Comments 722 (Apprentice)
User ID 56986
 
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News Comments > Evening Metaverse
12. Re: Evening Metaverse Jun 27, 2015, 02:47 shiho
 
ForgedReality wrote on Jun 27, 2015, 00:46:
I don't know what kind of age limits there are on holding a seat in the FCC (if any), but maybe we could start by changing the age requirements for the United States Presidency from minimum 35 to minimum 21, maximum 45. We could do similarly with other branches and positions.

That would help bring government around to more accurately representing the future rather than the past. Get all these old, clueless fucks that time left behind the fuck out of positions of power.

21 year old President... oh dear... well I guess he/she would still be smarter than Obama.
 
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News Comments > Dirty Bomb Trailer
22. Re: Dirty Bomb Trailer Jun 22, 2015, 02:52 shiho
 
Did you doubt it as well when Valve rewrote most of Carmack's Quake codebase while making Half-Life?

'cause dem software developers, yeah...

Sepharo wrote on Jun 22, 2015, 02:49:
shihonage wrote on Jun 22, 2015, 01:40:
In the face of evidence contradicting to your viewpoint, attack the source.

Yawn-zies.

I said it was a good article. They definitely worked on and changed a bunch of stuff. But as a software developer, the rewrote every part bit is funny to me.
 
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News Comments > Dirty Bomb Trailer
20. Re: Dirty Bomb Trailer Jun 22, 2015, 01:40 shiho
 
In the face of evidence contradicting to your viewpoint, attack the source.

Yawn-zies.
 
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News Comments > Dirty Bomb Trailer
18. Re: Dirty Bomb Trailer Jun 21, 2015, 16:25 shiho
 
It's pretty clear from the article that they ended up rewriting every part of the engine in a major way, and the implications toward networking being ignored from this process are nonsense.

You have a lot of theory clouding your mind, while Titanfall in reality IS more responsive than TF2, and Dirty Bomb's netcode IS better than netcode of another recent UE game like Tribes. It can be felt.

Tribes DOES suffer from a lot of networking nonsense, and its netcode is RIDDLED with exploitable bugs, inconsistent performance on different machines, etc etc. But that's just Hi-Rez. Hi-Rez couldn't even make bullets draw at ping-aligned distances, hackers had to fix that for them.

descender wrote on Jun 21, 2015, 10:02:
That article is from like 2 days after release, back when they were still lying through their teeth about their "cloud processing" and some other features that we now know were not actually implemented in any meaningful way to Titanfall.

in the best case, it gets rid of a frame of latency there

That is exactly how much I am willing to believe they improved the "latency" in source, "a frame". They are not actually talking about networking latency there anyway. I believe they attempted to improve "input latency" since they were artificially locking themselves in to using triple-buffering, but actually altering the netcode? No way. Nothing specific mentioned and nothing else they claimed about the games revamped technology really turned out to be relevant in action.

I think there is more of a confusion of terms here than anything else. "Latency" has many factors, not limited to but including the netcode. The netcode controls hit-detection, and hit-detection works WAY better in source than most other engines (frostbite being the main competitor). So... maybe that's what I should have actually said. Frostbite does server based hit-detection, which is why you can get shot after you've already safely reached cover. This never happens in a source game.

Yes, I understand Frostbite has more to keep track of but no, I don't think that excuses them from trying to track more things than they can actually handle because they are basically using full server-side hit detection (like planetside2 did) and that is the worst™. IMO there is nothing more frustrating in MP FPS than the server telling you something different than what you see on your screen.

EDIT: Dirty Bomb runs on the Unreal engine, which has the worst possible netcode and latency issues of the 3 main options. I do appreciate the article though, it was an interesting read. Thank you.
 
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News Comments > Dirty Bomb Trailer
15. Re: Dirty Bomb Trailer Jun 20, 2015, 22:31 shiho
 
Sepharo wrote on Jun 20, 2015, 16:52:
shihonage wrote on Jun 20, 2015, 16:35:
Titanfall actually had to rewrite Source networking stack to make fast-paced multiplayer work.

This interests me greatly... but doing some quick googling has returned nothing.
Do you happen to know where you learned this from?

http://www.eurogamer.net/articles/digitalfoundry-2014-titanfall-tech-interview

"Client-side, Respawn has based Titanfall on the Source engine, but it has effectively been re-built from the ground up. In our last Respawn interview, producer Drew McCoy said that "I hate to say that it's the Source Engine" because so much had changed. From our experience with the beta, we saw a piece of technology significantly transformed. Source was never particularly well-threaded, and there was no DirectX 11 support. More than that, the tech simply wasn't built for the kind of ultra-low latency feedback that the erstwhile Infinity Ward team members demand from a satisfying shooter."

"A lot of the work was making the engine multi-threaded. The original Source engine had a main thread that built up a command buffer for the render thread and there was a frame of delay. We kind of changed that so the render thread buffered commands as soon as they were issued - in the best case, it gets rid of a frame of latency there. And then almost every system has been made multi-threaded at this point. The networking is multi-threaded, the particle simulation is multi-threaded. The animation is multi-threaded - I could go on forever. The culling, the gathering of objects we're going to render is multi-threaded. It's across as many cores as you have."

 
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News Comments > Dirty Bomb Trailer
12. Re: Dirty Bomb Trailer Jun 20, 2015, 16:35 shiho
 
descender wrote on Jun 20, 2015, 10:28:
laggy and imprecise like TF2
not suitable for fast-paced gameplay

You must play games on some other planet. Source has the most consistent and solid netcode in the business.

I really don't understand that comment at all lol... Frostbite has the most horrible netcode (shoot 3 feet behind your enemy to continue) in existence and I don't know what other "fast paced" multiplayer FPS engine you could be referring to. UE3 didn't even attempt lag compensation.

On topic: Dirty bomb looks to be about as generic as it could be. Both games are pretty blatant TF2 rip-offs, and neither of them are going to be very successful.

Quake Wars, my friend. Quake Wars had amazing netcode.

Titanfall actually had to rewrite Source networking stack to make fast-paced multiplayer work.

TF2 always handled about as precise as WoW combat to me. Overwatch looks similar.

It's been a while since I bothered with TF2, but did it really have objective-based gameplay?

Is objective-based gameplay considered "generic"? Are there more objective-based competitive FPS out there that are solidly built, of which I am unaware?

Dirty Bomb's level design is created from years of experience, so are the abilities of characters, many of which are taken from Quake Wars.

UE has pretty bad netcode by default (as evidenced by Tribes), but then again, HiRez is a half-assed company, and Splash Damage clearly went through a lot of effort to make the netcode work.

They lack cheat protection at the moment, which is unfortunate, but the netcode has quite a good "feel".
 
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News Comments > Dirty Bomb Trailer
10. Re: Dirty Bomb Trailer Jun 20, 2015, 07:27 shiho
 
Jerykk wrote on Jun 20, 2015, 07:03:
Overwatch looks a lot more interesting than this. More interesting weapons, more interesting abilities, more interesting traversal.

Replace "interesting" with "wacky" for increased truth factor.

Overwatch looks like an overdesigned gimmick which is gonna handle laggy and imprecise like TF2, because both Source engine and Blizzard's next-gen MMO engine are not suitable for fast-paced gameplay.
 
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News Comments > Dirty Bomb Trailer
8. Re: Dirty Bomb Trailer Jun 19, 2015, 16:22 shiho
 
Tribes: Ascend is dead and full of hax. I say this as a former level 50.

Dirty Bomb is the only contender on the market, and they were created by makers of Quake Wars: Enemy Territory, my favorite online FPS of all time.

It is unfortunate that Quake Wars, 8 years ago, had far better visuals, and 3x the depth and content of Dirty Bomb, but beggars can't be choosers.

I hope Splash Damage succeeds with this title, because they know how to make this sort of game. Their cards system is a clusterfuck, but once you get past it, they have a real game underneath.
 
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News Comments > Evening Metaverse
7. Re: Evening Metaverse Jun 17, 2015, 05:33 shiho
 
AmaZoo  
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News Comments > Dishonored Game Announcement Accidentally Spoiled
23. Re: Dishonored Game Announcement Accidentally Spoiled Jun 14, 2015, 21:37 shiho
 
Jerykk wrote on Jun 14, 2015, 21:32:
shihonage wrote on Jun 14, 2015, 21:22:
Techie714 © wrote on Jun 14, 2015, 13:48:
Sorry, but no matter how much you dislike the business practices of Bethesda (Zenimax) you have to give them credit for delivering some seriously rock solid games that most of us have spent HUNDREDS of hours in. I know I'll be spending at least 100+ hours in F4 & Dishonored was an OUTSTANDING game. Really looking forward to tonight's stream!

Well, that's because you haven't played enough games. When that point hits when you see The Matrix and all games just become blonde, brunette, redhead... you will want something new. Something more.

Something that is not a lifeless, poorly written, creatively bankrupt grind agonized into existence by bleary-eyed programmers whipped into a schedule by corporate management.

When that happens, call me, I'll fly out on my jetpack, we'll hang out.

You might be the only person in existence to accuse Dishonored of being lifeless, poorly written and creatively bankrupt.

It is less so than Bethesda's take on Fallout, but yes. A world that never comes into its own, gray visuals, stilted writing. Everyone's waiting for the sequel to "really show the world of Dishonored" but chances are, it will be more of the same.
 
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News Comments > Dishonored Game Announcement Accidentally Spoiled
21. Re: Dishonored Game Announcement Accidentally Spoiled Jun 14, 2015, 21:22 shiho
 
Techie714 © wrote on Jun 14, 2015, 13:48:
Sorry, but no matter how much you dislike the business practices of Bethesda (Zenimax) you have to give them credit for delivering some seriously rock solid games that most of us have spent HUNDREDS of hours in. I know I'll be spending at least 100+ hours in F4 & Dishonored was an OUTSTANDING game. Really looking forward to tonight's stream!

Well, that's because you haven't played enough games. When that point hits when you see The Matrix and all games just become blonde, brunette, redhead... you will want something new. Something more.

Something that is not a lifeless, poorly written, creatively bankrupt grind agonized into existence by bleary-eyed programmers whipped into a schedule by corporate management.

When that happens, call me, I'll fly out on my jetpack, we'll hang out.

 
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News Comments > Morning Interviews
2. Re: Morning Interviews Jun 13, 2015, 00:40 shiho
 
Chris Averrated  
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News Comments > Steam Summer Sale
6. Re: Steam Summer Sale Jun 11, 2015, 18:35 shiho
 
Dirty Bomb starter pack 25% off. 23 bux not bad for the loadouts. This is the closest we'll get to Quake Wars or Wolf:ET...  
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News Comments > Morning Tech Bits
1. Re: Morning Tech Bits Jun 11, 2015, 16:19 shiho
 
Google got design? Did I miss something and Google+ interface became understandable and intuitive overnight?  
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News Comments > Indie Developers on Steam Refunds
51. Re: Indie Developers on Steam Refunds Jun 8, 2015, 19:56 shiho
 
Vio wrote on Jun 8, 2015, 15:41:
shihonage wrote on Jun 8, 2015, 15:34:
They just need to limit it to games that cost $30 and up, which are mostly non-indie titles.
There is no reason to place limits on refunds unless a company/indie is going to produce a piece of crap that no one wants to keep, and sucker them into buying via marketing.

The simple fact is this: everyone who got the refund didn't think the game was worth the purchase price.

Think about what an early access game REALLY sells. It sells a small piece of content, usually, and the rest of your money is invested into future patches which expand this content.

Thus, early access games are prime targets for being exploited by this return policy.
 
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News Comments > Indie Developers on Steam Refunds
50. Re: Indie Developers on Steam Refunds Jun 8, 2015, 19:52 shiho
 
jdreyer wrote on Jun 8, 2015, 16:47:
Just out of curiosity: did you know less than 2 hours into FO3 that you wanted a refund? (I assume you did with A:CM)

Yes. In both cases. In Fallout 3, I understood everything I needed to know very shortly after leaving the Vault. Quit and never touched it again. Later the horror of it all was confirmed by looking at people's LP threads of this "game".
 
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News Comments > Indie Developers on Steam Refunds
41. Re: Indie Developers on Steam Refunds Jun 8, 2015, 15:34 shiho
 
As someone who hopes to put an early-access indie title on Steam at some point... I believe return policy is almost there. They just need to limit it to games that cost $30 and up, which are mostly non-indie titles.

My biggest buying regrets were Aliens: Colonial Marines and Fallout 3, both made by big companies, both over $30.

This policy change might also encourage lower pricing of games? There's probably an unforeseen side-effect to this, but I don't see it just yet.
 
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News Comments > Fallout 4 Trailer
113. Re: Fallout 4 Trailer Jun 4, 2015, 17:25 shiho
 
Silicon Avatar wrote on Jun 4, 2015, 10:27:
Fallout used branched story paths that closed and opened new branches as you went - just like Wasteland 2. Some variations were introduced with skill checks that relied on percentages instead of hard locks. Some variations were introduced with light simulation elements (explosives can open doors, etc.).

This kind of oversimplification is why we can't have nice things

Fallout games and Wasteland 2 provided a very different experience, in terms of freedom as well as everything else.
 
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News Comments > Fallout 4 Trailer
102. Re: Fallout 4 Trailer Jun 4, 2015, 09:06 shiho
 
hello newman wrote on Jun 4, 2015, 08:04:
is this the Rage engine from iD ?

Looks like Gamebryo to me. Probably still has loading screens when entering a tiny hut.
 
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News Comments > Fallout 4 Trailer
97. Re: Fallout 4 Trailer Jun 4, 2015, 02:42 shiho
 
Silicon Avatar wrote on Jun 4, 2015, 01:34:
You have a lot of passion. I'll give you that.

Fallout 2 had quest flags that lead to predefined sub-endings. You are still funneled into an ending. You can't buy a boat and float away to a new world, you can't be king of Bartertown. You can't even change the economy or pick most items up. Minecraft has more going on than that.

Fallout 2 is still a good game, but it's not an open one. The world only reacts to you in ways the programmers predicted.

You want *emergent behavior* and there is little to none in Fallout 2. There is little to none of that in most games because it's hard to do and results can be unpredictable enough that the game goes from being fun to not being fun in a hurry.

You're not entirely right, which makes a HUGE practical difference in this case.

What I am talking about is not _absolute freedom_, which is impossible, but having significantly more freedom than Bioware and Bethesda games allow.

Walls made not out of brick, but out of elastic resin. This means, although the amount of "game endings" is predetermined, the individual player experience is never quite the same. It is also a VERY different feeling, between running into brick and into resin.

Both games in Fallout series accomplished this through rich world reactivity on macro- and micro-levels, as well as "soft area passability control".

It's not just WHAT happens, it's HOW it happens. Multiple quest solutions, design that has no unkillable NPCs or hard-blocked story hubs (i.e. anti-Bioware), passing by a corridor when your PER dings you that there's a stimpak in a nearby locker...

As I said, look into that Fallout guide. It's hard to comprehensively describe otherwise, but it ends up being a rich experience which dithers into something that feels organic and creates more freedom in your day-to-day actions than most games do.

You're not limited to LARPing and choosing which trash can to loot next. The game rewards you for being clever where it actually matters - its WORLD (and I see that term differently than just terrain with critters on it, mind you).

When I talk about this with most people, they immediately fall into this dichotomy - either it's a "an impossible AI that writes a story on the fly", or it's "Dwarf Fortress".

I believe in something else, based on research, not just vague dreams. We can have a game which provides a very convincing illusion of a story that is shaped by YOU.

Oh, there will be limitations as to how far it can be stretched, because we don't HAVE an AI. However we don't need an AI, just some old algorithms from 1960s, and writing+world that are structured to maximize their benefits while hiding their drawbacks.

If you want things to be shaken up you should expect to contribute yourself. There are two engines out there right now you could be using for free - Unity and Unreal - to make prototypes.

Be shiny and we will witness it.

The project exists. You'll witness it on Steam when it moves into functional gameplay.

Now if someone gave me a cure for chronic dry eye, things would move a lot faster.
 
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722 Comments. 37 pages. Viewing page 18.
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