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New dev blog: Beauty hides in the shadows

First post
Author
Holy Cheater
Monks of War
#61 - 2011-11-01 22:22:35 UTC
Will the sunlight still penetrate planets making ships shine like a christmas tree on the night side?
Xenial Jesse Taalo
The Scope
Gallente Federation
#62 - 2011-11-01 22:35:49 UTC
Engine traillllllls!
And yes weren't the old cyno effects better?

But yeah I am really over the multiple year waits for them to un-nerf graphical effects. Engine trails are a big deal to me. I hope the new trails aren't only a gimped reminder of old, like the way the cynos seem to have turned out. The dev video wasn't much more than lip service to confirm that they're still in the plans; just some pretend money-shot of a ship with trails.

The nebulas interested me the most in those vids (apart from engine trails).

Vertisce Soritenshi
The Scope
Gallente Federation
#63 - 2011-11-01 23:06:13 UTC
OOooole wrote:
OMg we dont need new shadows new music new nebula
we need more ships

GTFO.

Good job on the new shadows CCP. It has always irked me to see the jaggies on shadows...this looks very good.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

MotherMoon
Tribal Liberation Force
Minmatar Republic
#64 - 2011-11-01 23:29:05 UTC  |  Edited by: MotherMoon
I'm confused the shadows already looked this good 2 years ago, but you removed the option to choose shadow detail level like 2 years ago.

What was the spot of removing an option that was optional from the client in the 1st place? My computer could handle it.

When shadows 1st came out you could see your ships silhouette on the side of a space station. Now you just get these giant as a battleship pixels on the side of the station when your shadow falls on it. You never told the community about this chance you just did it randomly without explanation. Can we get some now?

edit:just saw that you fixed the shadows casting on large objects. Man ccp you really are fixing everything people have complained about for 2-3 years.

http://dl.eve-files.com/media/1206/scimi.jpg

Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#65 - 2011-11-01 23:44:53 UTC
I must say that the more I think about this blog the more I just shake my head. EVE's been out for 8+ years and weapons that miss still show a hit graphically... and CCP is fixing shadows.
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
Louis deGuerre
The Dark Tribe
#66 - 2011-11-02 00:52:18 UTC
Great stuff !

Any chance we will get the 'shield splash' effect as well in the future. I seem to recall it was in EVE in the very early days.
Also, missile launchers ?
Yvan Ratamnim
Republic Military School
Minmatar Republic
#67 - 2011-11-02 03:29:30 UTC
Apollo Gabriel wrote:
CCP love the new art, can we make it so Lasers that miss, actually do?


you'd think they would do this atleast on your own ship when it is rendered locally for gods sake!!!!!!!!!!!!!!!!!!!!!!!!
Naomi Wildfire
Sonnenlegion
Shadow Cartel
#68 - 2011-11-02 03:59:06 UTC
Was about time

ISD BH Newmind > Jingle bells, Tuxford smells, Falcon laid an egg =D

Erik Finnegan
Polytechnique Gallenteenne
#69 - 2011-11-02 12:12:47 UTC
Wonderful improvement.
Krell Kroenen
The Devil's Shadow
#70 - 2011-11-02 14:01:00 UTC
Nice little improvement, I look forward to seeing it live.


Knug LiDi
The Dark Space Initiative
Scary Wormhole People
#71 - 2011-11-02 14:12:06 UTC
Apollo Gabriel wrote:
CCP love the new art, can we make it so Lasers that miss, actually do?


FFS - lasers don't miss - projectiles don't miss - hybrids don't miss - missiles don't miss.

They just don't do any damage when they hit poorly.

Its an easy mindshift to make, to keep the immersion going. For a game with 3 difference methods of faster-than-light travel and viscous space its not that big a leap of imagination.

So, where did Kong keep all those barrels, anyway ? Big pockets ?





If only we could fall into a woman's arms

without falling into her hands

Xenial Jesse Taalo
The Scope
Gallente Federation
#72 - 2011-11-02 16:09:05 UTC
It's an easy mindshift to make if you forget what tracking is supposed to mean.
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#73 - 2011-11-02 17:48:19 UTC
Xenial Jesse Taalo wrote:
It's an easy mindshift to make if you forget what tracking is supposed to mean.



Exactly, if you could see your shots "missing" you'd have indication tracking was poor.
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
Xenial Jesse Taalo
The Scope
Gallente Federation
#74 - 2011-11-02 18:39:04 UTC  |  Edited by: Xenial Jesse Taalo
Besides, how much cooler would the game feel?

The difficulty I think is that the turrets that we see in the game don't really have tracking speeds. They simply track, visually, always.

If CCP were to implement shots visually missing due to turrets falling behind, it wouldn't make sense if the turrets continued to never actually look like they are behind. Plus we'd end up seeing lasers firing sideways out of the turret just to deliberately miss.

Therefore, the maths behind the turret animations would have to be reworked also, so they really do spin and pivot as their attributes allow. That task is probably easier than getting the graphics of the ammunition to look right when missing. It would be very cool to see the huge turrets really crawl around their own axis. Can we get some close-up sound effects on this too? Big smile

The real question is whether the tracking-based hitting & missing in Eve is connected to the physics engine, or if those hits and misses are really just worked out with a more statistics or comparison-based formula. Otherwise again we'd see things firing sideways at times. I assume it's the latter, so that's actually the bigger problem I think.

But it definitely would be cool if shots fired could miss wildly, allowing us the thrill of watching lasers that just miss. Plus the psychological shift of knowing that any hit you see has actually hurt you. As well as just seeing lasers pew pew messily all over space.
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#75 - 2011-11-02 20:42:57 UTC
Xenial Jesse Taalo wrote:
Besides, how much cooler would the game feel?

The difficulty I think is that the turrets that we see in the game don't really have tracking speeds. They simply track, visually, always.

If CCP were to implement shots visually missing due to turrets falling behind, it wouldn't make sense if the turrets continued to never actually look like they are behind. Plus we'd end up seeing lasers firing sideways out of the turret just to deliberately miss.

Therefore, the maths behind the turret animations would have to be reworked also, so they really do spin and pivot as their attributes allow. That task is probably easier than getting the graphics of the ammunition to look right when missing. It would be very cool to see the huge turrets really crawl around their own axis. Can we get some close-up sound effects on this too? Big smile

The real question is whether the tracking-based hitting & missing in Eve is connected to the physics engine, or if those hits and misses are really just worked out with a more statistics or comparison-based formula. Otherwise again we'd see things firing sideways at times. I assume it's the latter, so that's actually the bigger problem I think.

But it definitely would be cool if shots fired could miss wildly, allowing us the thrill of watching lasers that just miss. Plus the psychological shift of knowing that any hit you see has actually hurt you. As well as just seeing lasers pew pew messily all over space.


The simplest space games have always shown lasers miss, even centipede could handle it.
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
Xenial Jesse Taalo
The Scope
Gallente Federation
#76 - 2011-11-02 22:58:10 UTC
Yes, it's the lack of simplicity that produces the issues.

I'm all for it too, but I suppose CCP would prefer that their turrets don't fire sideways. It would look like a cheap hack, especially after their recent work making turrets so glamourous. Suggest other solutions?
Soldarius
Dreddit
Test Alliance Please Ignore
#77 - 2011-11-03 08:15:59 UTC
Dziu wrote:
But still does anybody play even with high settings anyway? :)) Shocked


Yes, Big smile. dling the latest SiSi patch (1.3GB ugh) now.

http://youtu.be/YVkUvmDQ3HY

Soldarius
Dreddit
Test Alliance Please Ignore
#78 - 2011-11-03 08:33:00 UTC
Tiger's Spirit wrote:
OblivionDawn wrote:
Tiger's Spirit wrote:
The most important feature in EVE.
Oh wait 99% of players disable shadows in their client because just slowing their VGA speed ...
Maybe this is the useless CQ part 2.


99%?

Lol, you mean 99% of the people who play EVE on netbooks disable shadows, yeah.

Time to upgrade bro.


Realy ? I think i need to changel my i7 2600k computer and my dual 6950 VGA because you told it.
Maybe i need turning off my hangar view over CQ, or i need to turning on shadows, because that's it the most important options in Eve client. Oh wait what about with the new GUI what CCP promised at least 1 years ago ? But shadows is important things. LOL
Just need a statistic how many player using CQ, how many user using sound, how many user using shadows. I think you would be surprized, because bigger part of Eve player base who dont using them, because those options so useless.


What are u doing that you have issues, running 10 clients w/CQ on and 10 bots running all of them simultaneously from remote in Siberia? ASUS M4A89 mobo w/Phenom x4 965BE and 4GB DDR3, and 1 lonely little ATI RAdeon HD4890. All max settings, all options on. No lag, no nothing but AWESOME until 400 peeps on grid shooting missiles and drones. Then I turn off HDR, antialiasing and shadows. At 1000 peeps I turn off drones. Anything after that is server lag.

If you're having issues with your rig, the solution is your rig sucks ass and you need to fix it. Stop complaining that CCP is fixing things and making eve better. Or perhaps you'd like more stuff to spend your botted isk on in the NeX?

Or if you don't like space-dolls, perhaps CCP should just lay off the art department and not work on that stuff at all.

My cup runeth over with thoust tears. Verily.

http://youtu.be/YVkUvmDQ3HY

B'atou
RATS Corp
#79 - 2011-11-03 12:36:21 UTC
Will there also be new and more detailed shadows on other objects in space? Especially on Stations?

Every winner needs a looser, only idiots need a leader!

DeepGray
Green Goo Project
#80 - 2011-11-04 00:01:50 UTC
Guys, I was testing this on sisi today and I noted a problem. There is some graphical stuttering when rotating the camera. Here are the details:

OS version: Win7 Pro SP1 64 bits
CPU: i7-2600k @ 3.4GHz
GPU: GTX 570i
RAM: 16GB
Graphic setting of the client (low / medium / high): all high/enabled

Interval Immediate
Fis on TQ: 250 to 400 FPS, no stuttering
Fis on sisi: 250 to 400 FPS, no stuttering
CQ on TQ: 90 FPS, no stuttering
CQ on sisi: 90 FPS, very, very faint stuttering

Interval Default
Fis on TQ: 60 FPS, no stuttering
Fis on sisi: 60 FPS, some small stuttering
CQ on TQ: 60 FPS, no stuttering
CQ on sisi: 60 FPS, some small stuttering

Interval One
Fis on TQ: 60 FPS, no stuttering
Fis on sisi: 60 FPS, some small stuttering
CQ on TQ: 60 FPS, no stuttering
CQ on sisi: 60 FPS, some small stuttering

Given the FPS without vsync, it doesn't seem that the problem is an increased workload on the GPU. It must be something else. Turning the shadows to low quality or disabling them didn't change anything.