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Eve Online system requirement for 2000+ fleet battle

Author
Cryodrus
Cryodrus Farming Corp
#1 - 2012-02-21 09:31:40 UTC
Well that, what computer would take to move the eve at full settings in this kind of battles?, and also to record with fraps while...Ugh and without taking away the camera, close from your ship...

then?



seany1212
M Y S T
#2 - 2012-02-21 09:56:48 UTC
A good one.

Roll

How many eve lemmings do you really want in a single battle?
Jaroslav Unwanted
Brutor Tribe
Minmatar Republic
#3 - 2012-02-21 10:02:43 UTC
Disclaimer : I know nothing ..

Just curious if it would be possible just to "stream download" all data in such battle .. and then render it afterwards ..

Finall result would be full interactive enviroment in 3D with the battle going on .. question is what kind of computer would handle it Big smile

So just scratch that..
Tallian Saotome
Nuclear Arms Exchange Inc.
#4 - 2012-02-21 10:13:48 UTC
seany1212 wrote:
How many eve lemmings do you really want in a single battle?

As many as we can get to jump into the gate camp. Pirate

Inappropriate signature removed, CCP Phantom.

Brunmunde Hildegaard
The Green Machine
That Escalated Quickly.
#5 - 2012-02-21 11:18:51 UTC
Cryodrus wrote:
Well that, what computer would take to move the eve at full settings in this kind of battles?, and also to record with fraps while...Ugh and without taking away the camera, close from your ship...

then?

A better question is, "What kind of server does it take to first properly relay said very hardware stressful battle to 2000+ international players so their computers can sync and render such a scene?"

As soon as this becomes feasible for the servers, maybe CCP can work on the client side hardware to software interaction so consumer computers can handle it.

My gaming PC isn't "state of the art" so to say (I couldn't justify paying more than $2000 just to play around in Eve and random first person shooters from time to time) but it's pretty damn good, and a 2000 man battle would overwhelm my system easily. I'm a computer systems engineer and build computers pretty much all types of user purchase, from home users to corporate office machines and I can tell you the game's graphics engine while not the most hardware intensive available wasn't exactly designed from the ground up with 2000 person battles in mind otherwise the game would have been made much differently.

I don't think CCP expected such fights to ever happen as often as they do which is why they just now came up with Time Dilation.

"Sings me a dances of wolfs, who smells fear and slays the coward. Sings me a dances of mans, who smells gold and slays his brother."

Rek Seven
University of Caille
Gallente Federation
#6 - 2012-02-21 11:24:23 UTC  |  Edited by: Rek Seven
A good server?

Edit: Brunmunde Hildegaard beat me to it
Cryodrus
Cryodrus Farming Corp
#7 - 2012-02-21 11:34:15 UTC
Quote:
"What kind of server does it take to first properly relay said very hardware stressful battle to 2000+ international players so their computers can sync and render such a scene?"


Im not talking about ''server lag'' or how reduce it... in this aspect DiTi do a excellent work
Im talking about ''graphic lag'' where the the principal involved element is the power of your computer. And how minimize her impact at minimal possible.
Brunmunde Hildegaard
The Green Machine
That Escalated Quickly.
#8 - 2012-02-21 11:43:04 UTC
Cryodrus wrote:
Quote:
"What kind of server does it take to first properly relay said very hardware stressful battle to 2000+ international players so their computers can sync and render such a scene?"


Im not talking about ''server lag'' or how reduce it... in this aspect DiTi do a excellent work
Im talking about ''graphic lag'' where the the principal involved element is the power of your computer. And how minimize her impact at minimal possible.


You seem to not understand that in order for there to be any graphical lag, the information first has to reach your machine in a timely fashion, in fact so timely that your hardware cannot render the information being intercepted at a FPS over the interpretation levels of the human eye.

First comes server. Then comes consumer PC. If you want to know what kind of machine you will need to render a 2k person fleet at great fps with Fraps on with no rendering issues well the general answer at this time is: There isn't one.

"Sings me a dances of wolfs, who smells fear and slays the coward. Sings me a dances of mans, who smells gold and slays his brother."

Vetrox Satria
Star Nation
Goonswarm Federation
#9 - 2012-02-21 19:07:49 UTC  |  Edited by: Vetrox Satria
I think somehow everyone has missed the point of what the op is trying to say. So I will rephrase it for him.

He wants to know what system requirements would he need to be able to run EVE with all graphics set to high with 2000+ ships having it out with eachother whilst recording with fraps and maintaining a playable framerate (lets say 30)

Im sure that alot of high end desktops would handle this quite easily. My theory being that with 2000 ships in view you would probably be zoomed out a fair distance and at that distance alot of the fancy stuff doesnt get rendered (except shadows....the seem to bring my laptop to its knees no matter how far out i zoom)

More graphics memory would probably be the answer.
Vertisce Soritenshi
The Scope
Gallente Federation
#10 - 2012-02-21 19:39:01 UTC
I currently run a GTX 260 which would probably never render the 2000 ships. I start getting graphical lag somewhere around 50 or so ships on max settings. My new dual SLI GTX 560Ti rig on the other hand...soon...very soon... The issue we all usually have is the server not being able to maintain the data flow of information from said 2000 pilots all at one time. Right now EvE's biggest bottleneck is the servers...I doubt it is even the code even though they are doing great at optimizing and improving the server side client.

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

Gnaw LF
Viziam
Amarr Empire
#11 - 2012-02-21 21:38:32 UTC
Cryodrus wrote:
Well that, what computer would take to move the eve at full settings in this kind of battles?, and also to record with fraps while...Ugh and without taking away the camera, close from your ship...

then?






It does not matter. One of the most interesting things that CCP has to deal with is the ever increasing escalations brought on by the playing member base. No matter what kind of system or improvement CCP can make to the game players will bring more and more pilots into a battle. So if CCP does work out the specs needed for a PC that can handle 2000 pilot battle, the Alliances will eventually bring more then 2000 and so on and so forth. Just look at Time Dilation, last month people were praising it, yesterday it was pushed to the limit with the latest battle up north.
Ranger 1
Ranger Corp
Vae. Victis.
#12 - 2012-02-21 21:50:02 UTC  |  Edited by: Ranger 1
Jaroslav Unwanted wrote:
Disclaimer : I know nothing ..

Just curious if it would be possible just to "stream download" all data in such battle .. and then render it afterwards ..

Finall result would be full interactive enviroment in 3D with the battle going on .. question is what kind of computer would handle it Big smile

So just scratch that..


Good sir, some of us have been asking CCP to look into this possibility since the game went gold. You are not alone.

So far they haven't had much time to devote to, or success with, investigating how they would need to go about doing this.

I fondly remember exactly what you describe from the old Xwing and Tie Fighter series of games. You played the file back and could jump to any ship, view it from any angle, choose from a wide variety of camera techiques (similar but more advanced than our current "advanced camera control" set in the client), stop, rewind, etc. as much as you liked.

It would make frapsing EVE battles a dream, and unlock the ability to create detailed storylines throughout a video of a large (or small) engagement the likes of which the EVE community has currently only glimpsed in CCP trailers... and make the creation of those video's childs play in comparison.

I wish the idea could gain more support, but many don't understand what a powerful tool it would be even without the video making aspect as a factor.

Edit: As I remember, playback of the captured data was far less processor intensive than the actual battle was. Also, since the playback software was a modified version of the game client, it allowed you do strip out things like the HUD with a click.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Brunmunde Hildegaard
The Green Machine
That Escalated Quickly.
#13 - 2012-02-22 08:17:54 UTC
Vetrox Satria wrote:
I think somehow everyone has missed the point of what the op is trying to say. So I will rephrase it for him.

He wants to know what system requirements would he need to be able to run EVE with all graphics set to high with 2000+ ships having it out with eachother whilst recording with fraps and maintaining a playable framerate (lets say 30)

Im sure that alot of high end desktops would handle this quite easily. My theory being that with 2000 ships in view you would probably be zoomed out a fair distance and at that distance alot of the fancy stuff doesnt get rendered (except shadows....the seem to bring my laptop to its knees no matter how far out i zoom)

More graphics memory would probably be the answer.


No. VRAM/GPU memory is not the answer. It simply isn't feasible for the game's engine for such battles to take place at a high FPS.

I have a very powerful computer. I play everything and anything at massive resolution and ultra details (sometimes I even edit files to push the settings past what they offer in the game menus) and usually have to cap my frame rate with vsync as to not cook my GPUs. Skyrim, Arkham City, L.A. Noire, Battlefield 3, just any game, doesn't matter which, maximum antialiasing/anisotropy/everything. 60 FPS.

Same with Eve. I sit at Jita 4-4 undock with 60 fps even on the busiest of days. Might be what, 600 or 700 ships around, 15 or 20 of which are shooting at eachother. No problem.

However, when you get to the 2000 ships all shooting at eachother at the same time there's tens of thousands of pixel shader calculations going on every millisecond. There's tens of thousands of physics calculations going on when ships fly. It's simply just way too much. Even the fastest of PCs get bogged down because of the overflow of information. Even if the processing cores are not over flooded, memory only has X amount of bandwidth.

People who don't know anything about computers always say the same things. I hear it all the time when I get called to some customer's house to do an upgrade.

"I WANNA PLAY ASSASSINS CREED ON MY PENTIUM 3. CAN'T YA JUST THROW A NICE GRAFIX CARD IN IT?"
"WELL I GOT 1 GIGABYTE OF RAM, THATS A LOT ISNT IT?"
Nevermind the fact that pretty much everything on a PC has a clock speed, bandwidth limitations, etc etc etc, THE GFX HAS 1GB IT CAN PLAY ERRYTHING LUL.

TLDR; The game wasn't exactly built specifically for 2000 man battles therefore the engine won't efficiently render them regardless of how bad ass your PC is. You might be able to render such a battle with "decent" FPS but it's not going to be pretty.

"Sings me a dances of wolfs, who smells fear and slays the coward. Sings me a dances of mans, who smells gold and slays his brother."

Tiberius Amzadee
The Night Stalker Syndicate
#14 - 2012-02-22 08:31:11 UTC
It really depends on where the battle is processed,server-side vs.client-side. In a true sense there's no technology and network support for the general public that can process all that information smoothly and still be affordable. That kind of power is usually reserved for the military and atomic science communities. This game potential is that cutting edge man.
Akirei Scytale
Okami Syndicate
#15 - 2012-02-22 08:41:03 UTC
Brunmunde Hildegaard wrote:
:stuff:


Mostly accurate, and no computer is ever going to make a 2000 man battle run smoothly on any settings but bare minimum. However, I do believe that Supreme Commander proved that extremely detailed rendering and computing is possible in real-time, so long as you have extremely good optimization.
Brunmunde Hildegaard
The Green Machine
That Escalated Quickly.
#16 - 2012-02-22 08:59:29 UTC
Akirei Scytale wrote:
Mostly accurate, and no computer is ever going to make a 2000 man battle run smoothly on any settings but bare minimum. However, I do believe that Supreme Commander proved that extremely detailed rendering and computing is possible in real-time, so long as you have extremely good optimization.


Of course massive battles in games are possible to realtime render. Supreme Commander is also a totally different game with a totally different engine, **** a totally different everything. It was designed with enormous battles in mind specifically for that purpose. Sins of a Solar Empire is another good example of a game that was designed with that in mind. Eve was not.

I think CCP was happy back in the day when they heard about the first 50 man battle let alone 100 or 200 or 500.

"Sings me a dances of wolfs, who smells fear and slays the coward. Sings me a dances of mans, who smells gold and slays his brother."

Tallian Saotome
Nuclear Arms Exchange Inc.
#17 - 2012-02-22 09:00:46 UTC
If the engine could do it, I don't think it would take a huge amount of computer power to handle it, however the core engine is 10 years old now. The codebase is outdated to the point where w re-write is needed to bring it up to par.

Also, devs who are not being shackled to proprietary 3rd party technologies when they do write a new engine(*coughcoughnvidiacoughincarnacoughcough*)

Give them time, and hopefully enough money to hire a team who specializes in this, and a couple years after that we should eliminate those issues. Til then, when you upgrade, build around highest settings on the most recent game you play, and when the client can handle it you should be able to as well.

Inappropriate signature removed, CCP Phantom.

Akirei Scytale
Okami Syndicate
#18 - 2012-02-22 09:26:12 UTC
Tallian Saotome wrote:
If the engine could do it, I don't think it would take a huge amount of computer power to handle it, however the core engine is 10 years old now. The codebase is outdated to the point where w re-write is needed to bring it up to par.

Also, devs who are not being shackled to proprietary 3rd party technologies when they do write a new engine(*coughcoughnvidiacoughincarnacoughcough*)

Give them time, and hopefully enough money to hire a team who specializes in this, and a couple years after that we should eliminate those issues. Til then, when you upgrade, build around highest settings on the most recent game you play, and when the client can handle it you should be able to as well.


That's such a massive task.

Good luck, CCP codemonkeys, and don't forget to freaking comment!
Valentyn3
Deep Core Mining Inc.
#19 - 2012-02-22 09:30:46 UTC
This would have been a slightly less insane idea back before they reintroduced engine trails. Only slightly less insane.

But seriously, as people have said. Chances are they don't have the servers set up to process that much data.

Or maybe they do. I don't know and I'm not going to pretend I have technical knowledge about a game I never worked on.

Either way, the kind of set up you would need to render it would look like a render farm, not a single computer.

I don't always use hax. But when I do, it's because I'm an NPC.. http://i.imgur.com/PUZou.jpg

Vetrox Satria
Star Nation
Goonswarm Federation
#20 - 2012-02-22 18:23:07 UTC
Brunmunde Hildegaard wrote:
Vetrox Satria wrote:
I think somehow everyone has missed the point of what the op is trying to say. So I will rephrase it for him.

He wants to know what system requirements would he need to be able to run EVE with all graphics set to high with 2000+ ships having it out with eachother whilst recording with fraps and maintaining a playable framerate (lets say 30)

Im sure that alot of high end desktops would handle this quite easily. My theory being that with 2000 ships in view you would probably be zoomed out a fair distance and at that distance alot of the fancy stuff doesnt get rendered (except shadows....the seem to bring my laptop to its knees no matter how far out i zoom)

More graphics memory would probably be the answer.


No. VRAM/GPU memory is not the answer. It simply isn't feasible for the game's engine for such battles to take place at a high FPS.

I have a very powerful computer. I play everything and anything at massive resolution and ultra details (sometimes I even edit files to push the settings past what they offer in the game menus) and usually have to cap my frame rate with vsync as to not cook my GPUs. Skyrim, Arkham City, L.A. Noire, Battlefield 3, just any game, doesn't matter which, maximum antialiasing/anisotropy/everything. 60 FPS.

Same with Eve. I sit at Jita 4-4 undock with 60 fps even on the busiest of days. Might be what, 600 or 700 ships around, 15 or 20 of which are shooting at eachother. No problem.

However, when you get to the 2000 ships all shooting at eachother at the same time there's tens of thousands of pixel shader calculations going on every millisecond. There's tens of thousands of physics calculations going on when ships fly. It's simply just way too much. Even the fastest of PCs get bogged down because of the overflow of information. Even if the processing cores are not over flooded, memory only has X amount of bandwidth.

People who don't know anything about computers always say the same things. I hear it all the time when I get called to some customer's house to do an upgrade.

"I WANNA PLAY ASSASSINS CREED ON MY PENTIUM 3. CAN'T YA JUST THROW A NICE GRAFIX CARD IN IT?"
"WELL I GOT 1 GIGABYTE OF RAM, THATS A LOT ISNT IT?"
Nevermind the fact that pretty much everything on a PC has a clock speed, bandwidth limitations, etc etc etc, THE GFX HAS 1GB IT CAN PLAY ERRYTHING LUL.

TLDR; The game wasn't exactly built specifically for 2000 man battles therefore the engine won't efficiently render them regardless of how bad ass your PC is. You might be able to render such a battle with "decent" FPS but it's not going to be pretty.



Maybe yopur comp just cant handle it....
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