On February 21 2015 15:37 lolfail9001 wrote: To be honest, there is absolutely nothing strange in RTS games being CPU taxing. Pathing algorithms alone can eat 100% of resources with ease. And it's not like pathing is some "new" feature, nah, it's mandatory. Add the certain limitations of natural RTS engine and it becomes apparent that it is rather tricky (to not say unbearable) to make a modern RTS that uses more than a single core efficiently.
Tell that to Oxcide devs that made a RTS engine that is 64 bit only and uses all cores very well and as result can do stuff GG can only dream of.
Is there a working demo of this? Google is silent on the matter for me.
On February 21 2015 15:37 lolfail9001 wrote: To be honest, there is absolutely nothing strange in RTS games being CPU taxing. Pathing algorithms alone can eat 100% of resources with ease. And it's not like pathing is some "new" feature, nah, it's mandatory. Add the certain limitations of natural RTS engine and it becomes apparent that it is rather tricky (to not say unbearable) to make a modern RTS that uses more than a single core efficiently.
Tell that to Oxcide devs that made a RTS engine that is 64 bit only and uses all cores very well and as result can do stuff GG can only dream of.
Is there a working demo of this? Google is silent on the matter for me.
Star Swarm. It's like a year old and it's free on steam. They're making actual games using the engine (which supports directx 12) but i have not even heard the names of those games yet
On February 21 2015 15:37 lolfail9001 wrote: To be honest, there is absolutely nothing strange in RTS games being CPU taxing. Pathing algorithms alone can eat 100% of resources with ease. And it's not like pathing is some "new" feature, nah, it's mandatory. Add the certain limitations of natural RTS engine and it becomes apparent that it is rather tricky (to not say unbearable) to make a modern RTS that uses more than a single core efficiently.
Tell that to Oxcide devs that made a RTS engine that is 64 bit only and uses all cores very well and as result can do stuff GG can only dream of.
Is there a working demo of this? Google is silent on the matter for me.
Star Swarm. It's like a year old and it's free on steam. They're making actual games using the engine (which supports directx 12) but i have not even heard the names of those games yet
Hm, will check when will find a spare 1000$ to upgrade machine, but that's beside the point. My actual question: they seriously bothered to show FPS drops in trailer. Ballsy, but i doubt i would bother a game that explicitly warms me of FPS drops on camera turn. As for 64-bit only part, whatever, about time games learned to use more 4 GB of RAM.
sc2 does fine enough not only being 32 bit, but not being large address aware (i think that's the right term) so it can only use 2048MB. It brushes up against that now and stutters (BLIZZARD PLZ) but it was fine before they made more fancy maps and unit skins etc
Which trailer are you talking about? ^That one was really damn cool. I never saw any trailers for this game before
On February 22 2015 18:53 Cyro wrote: sc2 does fine enough not only being 32 bit, but not being large address aware (i think that's the right term) so it can only use 2048MB. It brushes up against that now and stutters (BLIZZARD PLZ) but it was fine before they made more fancy maps and unit skins etc
Nah, i meant trailer on steam for that star swarm thingy.
Yea, did you notice the title at the same time which says Star Swarm Stress Test? That's the whole point. To create a scenario that's ridiculous for current cpu's+drivers+api. It's not even listed under games.
Nvidia doubled performance in it since launch, even beating Mantle performance using dx11, and has the fastest performance in it by 1.5x for dx12 iirc.
Q. What is the Nitrous engine? A. Nitrous is a next-generation game engine designed to handle enormous amounts of visual and gameplay complexity, from 10,000+ simpler units to 1,000 highly complex units and environments.
Q. Why did you set out to make a 3D engine? A. Because we wanted an engine that would allow us to break new ground and support epic battles and scenes on a wide variety of platforms. No engine on the market today can simulate and depict the scope of action that Nitrous is designed from the ground up to do. We want to create something that opens new doors to game developers, particularly in the strategy and RTS genres.
Q. What games are using Nitrous? A. Stardock’s upcoming Star Control and another unannounced title being developed alongside the engine by Oxide are currently in production using Nitrous.
The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.
On February 22 2015 19:47 -Archangel- wrote: The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.
Perhaps, to be honest, even SC2 engine comfortably runs at 200 units-on-screen on acceptable visuals.
On February 22 2015 19:47 -Archangel- wrote: The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.
Perhaps, to be honest, even SC2 engine comfortably runs at 200 units-on-screen on acceptable visuals.
It doesn't tax modern GPU's at all. My gtx260 saw no real performance difference between low and ultra settings with 200-500 units on screen, and my 980 is so many levels more powerful (enough that i don't even know, maybe 10x?)
On February 22 2015 19:47 -Archangel- wrote: The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.
Yea it does for sure. You can show 200 units at once, though the AI is very simplistic, we get very high FPS
Using my custom ini file with about 1500v1500 units, FPS dips to 40 or so when they collide. It looks kinda ridiculous though because it drops from 500+fps to 40fps, and the time in Star Swarm seems to directly scale with the framerate (so it goes from stuff flying around at 100000000mph to suddenly being ultra slow motion, which actually makes it impossible to benchmark properly on hardware of varying performance)
On February 22 2015 19:47 -Archangel- wrote: The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.
Perhaps, to be honest, even SC2 engine comfortably runs at 200 units-on-screen on acceptable visuals.
It doesn't tax modern GPU's at all. My gtx260 saw no real performance difference between low and ultra settings with 200-500 units on screen, and my 980 is so many levels more powerful (enough that i don't even know, maybe 10x?)
SC2 engine instead taxes a single CPU core to an extreme. I wonder if it will work without lags on overclocked xxxx with 8+ Ghz on a core :D
On February 22 2015 19:47 -Archangel- wrote: The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.
Perhaps, to be honest, even SC2 engine comfortably runs at 200 units-on-screen on acceptable visuals.
It doesn't tax modern GPU's at all. My gtx260 saw no real performance difference between low and ultra settings with 200-500 units on screen, and my 980 is so many levels more powerful (enough that i don't even know, maybe 10x?)
SC2 engine instead taxes a single CPU core to an extreme. I wonder if it will work without lags on overclocked xxxx with 8+ Ghz on a core :D
It only scales linearly with frequency, you can run it already at ~6-6.5ghz with ln2 but it's only that ~20-40% faster than a 24/7 oc'd cpu
On February 22 2015 19:47 -Archangel- wrote: The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.
Perhaps, to be honest, even SC2 engine comfortably runs at 200 units-on-screen on acceptable visuals.
It doesn't tax modern GPU's at all. My gtx260 saw no real performance difference between low and ultra settings with 200-500 units on screen, and my 980 is so many levels more powerful (enough that i don't even know, maybe 10x?)
On February 22 2015 19:47 -Archangel- wrote: The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.
Yea it does for sure. You can show 200 units at once, though the AI is very simplistic, we get very high FPS
Using my custom ini file with about 1500v1500 units, FPS dips to 40 or so when they collide. It looks kinda ridiculous though because it drops from 500+fps to 40fps, and the time in Star Swarm seems to directly scale with the framerate (so it goes from stuff flying around at 100000000mph to suddenly being ultra slow motion, which actually makes it impossible to benchmark properly on hardware of varying performance)
Because of Oxcide engine and their future games I was planning to make my next GPU a Mantle supported, but with DirectX12 coming and having same or better performance I guess I don't need to choose only from AMD products.
Anyways, the future of RTS games is exciting with such engines making games in the future
On February 22 2015 19:47 -Archangel- wrote: The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.
Perhaps, to be honest, even SC2 engine comfortably runs at 200 units-on-screen on acceptable visuals.
It doesn't tax modern GPU's at all. My gtx260 saw no real performance difference between low and ultra settings with 200-500 units on screen, and my 980 is so many levels more powerful (enough that i don't even know, maybe 10x?)
On February 22 2015 19:47 -Archangel- wrote: The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.
Yea it does for sure. You can show 200 units at once, though the AI is very simplistic, we get very high FPS
Using my custom ini file with about 1500v1500 units, FPS dips to 40 or so when they collide. It looks kinda ridiculous though because it drops from 500+fps to 40fps, and the time in Star Swarm seems to directly scale with the framerate (so it goes from stuff flying around at 100000000mph to suddenly being ultra slow motion, which actually makes it impossible to benchmark properly on hardware of varying performance)
Because of Oxcide engine and their future games I was planning to make my next GPU a Mantle supported, but with DirectX12 coming and having same or better performance I guess I don't need to choose only from AMD products.
Anyways, the future of RTS games is exciting with such engines making games in the future
Mantle isn't that great. In various games including frostbite engine and oxide's engine, it's matched or even outperformed by Nvidia dx11 since their vast improvements to it in the last ~10 months. Nvidia's dx12 is ~50% faster than either Mantle or Radeon dx12 in that oxide engine too, iirc.
Even if direct12 wasn't coming soon, it would be very silly to get an AMD card because of cpu efficiency of driver. They need mantle just to be -ON PAR- with nvidia, and on the games without mantle support, where it matters - such as WoW or Wildstar, Nvidia gets 50-60% more FPS in CPU limited situations. Driver CPU performance is a clear -weakness- when choosing an AMD card, not a strength
Good of them to really start the fire with improved API's, but their execution was sorely lacking and their directx performance, while it was far behind Nvidia for many years, has been complete trash by comparison since the april 7'th 2014 "miracle driver" from nvidia side that still has no response or even acknowledgement. Looks like the story is exactly the same for dx12, with amd dx12 and mantle trailing behind nvidia dx12 performance, though we've only seen one preview.
And it's embarassing that this story happens^ on a big list of popular games and worse because people not surfing enthusiast forums pretty deeply have no idea about it. They just see some news post about a flashy new API and wrongly assume that it performs well because it's advertised that way
It seems you are the guy to ask for new components recommendations before buying :D So what is the Geforce equivalent for 270x? I expect it works better than same priced 270x? Reviews I read say that for example 260x is cheaper and work better than Geforce 750Ti although they both are same level of GPUs.
960 should be a bit better than 270x but probably substantially more expensive. The 265 was made to place better against the 750ti (over the 260x) but wasn't really made widely available
I've been watching streams a lot during weekend and the metagame is progressing nicely. Good players play the game noticeable different than 2 weeks ago or before. Matchups are being figured out and OP things are not so OP anymore.
Only how walls work is still a sore point. Devs promised balance talks this week, lets see what they think.
Yea walls stick out to me and aside from that, my main concern is the huge imbalance with where humans can or can't build conduit. On some maps they can only reach a tiny fraction of the map so that they're struggling to fit all of their production if they don't organize properly, on others they can build it halfway to the enemy base and spam artillery turrets everywhere
On February 23 2015 21:40 Cyro wrote: Yea walls stick out to me and aside from that, my main concern is the huge imbalance with where humans can or can't build conduit. On some maps they can only reach a tiny fraction of the map so that they're struggling to fit all of their production if they don't organize properly, on others they can build it halfway to the enemy base and spam artillery turrets everywhere
It is better to not allow conduits all over the map if Sentinels stay at 0 supply.
On February 23 2015 21:40 Cyro wrote: Yea walls stick out to me and aside from that, my main concern is the huge imbalance with where humans can or can't build conduit. On some maps they can only reach a tiny fraction of the map so that they're struggling to fit all of their production if they don't organize properly, on others they can build it halfway to the enemy base and spam artillery turrets everywhere
It is better to not allow conduits all over the map if Sentinels stay at 0 supply.
It's better to not allow creep all over the map either if spine+spore crawlers stay at 0 supply, that worked out fine in sc2 even though it was a point of very questionable balance for the last 6-12 months or so of WOL with the zerg death blob unkillable armies
either they allow it or they don't, right now humans are awesome on some maps and suck on others, they should choose A or B and nerf or buff based on it
I really don't care how it is on sc2. These two games and their design is not nearly similar enough. 0 supply Sentinels allow Humans to turtle too much and make boring games. (and walls for both beta and humans allow this even more)
In sc2 zerg towers are not the ones that make boring games, but swarm hosts. And before that Protoss turtled without towers anyways.