Replays and Observer mode - Page 2
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Cascade
Australia5405 Posts
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Cascade
Australia5405 Posts
On May 20 2007 16:41 Zironic wrote: It would have to be all that information, FOR EVERY FRAME, with 60 FPS that means even if the information just takes one kb per frame it would still eat up 3.6MB per minute, and I think the information would take more then one kb per frame. you could save the complete game-data every 10 seconds or so. You could only reverse/fast forward to even 10 seconds, but that would be enough, and it shouldn't take TOO much memory (hopefully). | ||
Zironic
Sweden341 Posts
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Cascade
Australia5405 Posts
![]() Or you could make the replay to play at like 100x speed without drawing any graphics. So when you place the seeker at a time maybe 2 minutes after the latest stored time-point, you could make the replay go back to the closest stored point and play the game on it's own without drawing any graphics. probably it could do that pretty fast. You would have to wait a second or two every time you use the time-seeker, but that shouldn't be a big problem. ![]() God, I should have become a game-developer instead of stupid physics!! ![]() | ||
Zironic
Sweden341 Posts
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mel_ee
2448 Posts
On May 20 2007 16:18 thedeadhaji wrote: I will be sad if communal replay watching ceases to exist, much like in war3 this is so true. Watching wc3 replays by your self = boring fest. | ||
Zironic
Sweden341 Posts
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DrainX
Sweden3187 Posts
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Zironic
Sweden341 Posts
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Zanno
United States1484 Posts
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LuMiX
China5757 Posts
On May 20 2007 15:36 Manifesto7 wrote: i dont think replay size is really too much of an issue anyways in the era of broadband and 200gb harddrives 200 GB huh...My desktop at home is rockin w/ the 20 GB ![]() | ||
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Liquid`Jinro
Sweden33719 Posts
On May 20 2007 17:08 Zironic wrote: Audioreplays are fairly interesting, I've never actually done any communal replay watching so I suppose my opinion is null and void. Realllllly? One of the most enjoyable things in SC for me has always been kicking back late night with some nice replays and a bunch of friends/friend. Also nice for teaching or showing someone something. | ||
Eeeegor
Australia809 Posts
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XDawn
Canada4040 Posts
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PaeZ
Mexico1627 Posts
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Bully-Cdn
Peru58 Posts
-zoom/change angle those are 2 features which stick out to me | ||
.kaz
1963 Posts
On May 20 2007 21:11 XDawn wrote: Lets keep things so that they can still run on non-suped up computers. I bought my computer two years ago for $800 It has a 300 gb hd Radeon x1300 512 mb graphics card 2 GB of ram And it's a factory made gateway -_- Just use your tax refund if you get one to buy something like this for about 500$ now. | ||
DeCoup
Australia1933 Posts
1) It would not increase the file size of the replays. Take for example a microsoft word document. You can see at all times the number of words in the document. You think that this information is stored in a .doc file? No its not. It is calculated at runtime. Same thing for no of kills etc in a replay. BWChart etc calculate how many marines have been built and display it. Adding any stats about a replay would not increase its filesize. 2) Computers perform well over 8 million actions per second. That was a stastic from like 5 years ago. You really think a hud displaying numebr of kills etc would struggle? Not 1 bit. RTS games are not very cpu intensive. In fact the only part of a RTS that is intensive is the AI. and replays don't run ai.. all the enemys 'moves' are stored just like yourown. Because their is no AI script running their is a massive ammount of unused potential which would be put to good use displaying this kind of information. And as for Observer mode, every time a unit dies all players are updates with this information. So far as code goes its player1kills=player1kills+1 kinda stuff. Their is no chance that any stats or extra ingame hud information would slow the game down. (BTW.. has blizz confirmed replay features? Also are their replays in WC3? never really played it) | ||
evanthebouncy!
United States12796 Posts
On May 20 2007 15:37 Zeenix wrote: Amen. I just bought one yesterday ;D Feels good to move from 40 GB to 200. Oh darnit My comp only has what... 12G? Lol I'm so behind... | ||
DrainX
Sweden3187 Posts
On May 20 2007 17:23 Zironic wrote: Since computers don't actually do random, they do a calculation based on what's known as a "seed". The seed is a number generated when the game is started and is then saved into the replay so random rolls will always become the same. If they use the same seed during the entire game then each random-roll would turn out the same (If one unit misses vs higher ground then all do etc.). Have blizzard ever made any statements about what they use as seed? or how can you be so sure? You either need a seed that varies over time or you need one seperate seed for every "die-roll". I think its much more likely that they use the "gametime played so far" as seed since it varies throughout the game but is always the same each time you replay it. Another option would be creating a high number of seeds at the start of the game and then using them in some set order... but that would just be stupid... | ||
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