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New Dev Blog: Time Dilation Video Demo

First post First post
Author
Di Mulle
#41 - 2011-09-30 20:36:18 UTC
Shamrock1 wrote:
I do not approve! How are you supposed to make real time target calls when the server it self is slowed? How is a logi pilot supposed to rep the members of its fleet when time is slowed?


Exactly the same as before, just in a more predictable way, which is essence of TD.
<<Insert some waste of screen space here>>
TornSoul
BIG
#42 - 2011-09-30 20:36:50 UTC
Dorian Wylde wrote:

Ui lag is part of lag. There's nothing that can be done about it.


Err no.

How fast you can, say, move your camera is utterly disconnected from the state of the server (it burning to a cinder or not)

*Your* GFX might not be able to handle everything shown on screen - Thus starting to stutter.

But the two are completely disconnected.

leich
Nocturnal Romance
Cynosural Field Theory.
#43 - 2011-09-30 20:37:18 UTC
Dorian Wylde wrote:
bldyannoyed wrote:
Really could do with getting rid of the camera and targetting effect (and in fact any UI) dilation. Whats the point of developing a system that will help beat lag if you then go out of your way to make everything still look like its lagged to hell?

I dunno about you but stuttery cameras and stuff are just going to irritate the hell out o fme.



It's not there to defeat lag, it's there to make everyone lag equally rather than having a few people with nothing and a few who can't do a thing.

Ui lag is part of lag. There's nothing that can be done about it.

leich wrote:
From what my guys are saying on TS.

People really dont like the UI slowing Down. We Prefer the Idea of Hiding the Lag we knows its there were being told by the indicater it;s there we dont want our UI showing it aswell.

Hope this helps.



You don't speak for anyone but yourself, so please try to avoid using "we" in your comments.
Bienator II
madmen of the skies
#44 - 2011-09-30 20:51:43 UTC  |  Edited by: Bienator II
all HUD and UI animation should really run at unchanged speed. The game simulation, like explosions etc should be dilated of course.

But dilating UI is unnecessary and will cause *unnecessary* bad perceived game performance. Its not about hiding dilation, its just to get the best out of it.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Junior Frog
Doomheim
#45 - 2011-09-30 20:57:11 UTC
I'm curious about the time disjunct of dilation being used advantageously. For example, in a large fleet battle, podded characters can appear outside the dilated area and then return to the fight. Inside the battle system it will appear as if only a very short time has passed since the pilot was killed. Any information on how time dilation is integrated into the rest of the EVE clock?

Jump

Jonathan Priest
Perkone
Caldari State
#46 - 2011-09-30 21:05:18 UTC
Junior Frog wrote:
I'm curious about the time disjunct of dilation being used advantageously. For example, in a large fleet battle, podded characters can appear outside the dilated area and then return to the fight. Inside the battle system it will appear as if only a very short time has passed since the pilot was killed. Any information on how time dilation is integrated into the rest of the EVE clock?


Large fleet battles happen slowly anyways so people have plenty of time to reship and get back. And it's not a bad thing.
Vincent Athena
Photosynth
#47 - 2011-09-30 21:11:13 UTC
Junior Frog wrote:
I'm curious about the time disjunct of dilation being used advantageously. For example, in a large fleet battle, podded characters can appear outside the dilated area and then return to the fight. Inside the battle system it will appear as if only a very short time has passed since the pilot was killed. Any information on how time dilation is integrated into the rest of the EVE clock?


Remember thats what happens now with a lagged out fight. TiDi does not really give an advantage to the returning pilot comared to the present situation with lag, it just makes it fair for everyone in the fight.

Also, if you request a dedicated node for a big fight, then only the one solar system on that node will see TiDi.

CCP Veritas: any possibility of getting a number for the little TiDi level indicator, otherwise known as Gamma? Starting at 100% and dropping as things slow? Also the stuttering is sort of annoying. And if Gamma got down to 10% or 5%, the slowing of the UI panning or typing would be a major annoyance.

Other than that looks really nice.

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Vincent Athena
Photosynth
#48 - 2011-09-30 21:19:41 UTC
Jonathan Priest wrote:


Large fleet battles happen slowly anyways so people have plenty of time to reship and get back. And it's not a bad thing.


Not only that, but the returning pilot will not be looking at a black screen for 5 minutes after jumping in, only to have it replaced by a view of his new clone. He will be able to contribute to the fight.

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Darirol
Ministry of War
Amarr Empire
#49 - 2011-09-30 21:22:37 UTC
that video is not such a great eye candy, but as a 0.0 grunt i cant wait to see this going live.

:thumbsup:
CCP Veritas
C C P
C C P Alliance
#50 - 2011-09-30 21:30:33 UTC
Vincent Athena wrote:
CCP Veritas: any possibility of getting a number for the little TiDi level indicator, otherwise known as Gamma? Starting at 100% and dropping as things slow? Also the stuttering is sort of annoying. And if Gamma got down to 10% or 5%, the slowing of the UI panning or typing would be a major annoyance.


There is a tooltip when hovered over on the latest internal build. I still think you're the only one calling it Gamma though Blink

Typing doesn't get slowed down, and, client performance willing, things are still smooth. The client in this video was struggling a bit due to ZOMG MISSILES while also being Frapsed ><

The camera speed slowing down does get pretty unwieldy down in the 15-10% range. I'm going to see if I can sanely decouple it, since feedback seems pretty united there...we'll see how good my code-fu is.

CCP Veritas - Technical Director - EVE Online

Renan Ruivo
Forcas armadas
Brave Collective
#51 - 2011-09-30 21:37:13 UTC
CCP Veritas wrote:
Vincent Athena wrote:
CCP Veritas: any possibility of getting a number for the little TiDi level indicator, otherwise known as Gamma? Starting at 100% and dropping as things slow? Also the stuttering is sort of annoying. And if Gamma got down to 10% or 5%, the slowing of the UI panning or typing would be a major annoyance.


There is a tooltip when hovered over on the latest internal build. I still think you're the only one calling it Gamma though Blink

Typing doesn't get slowed down, and, client performance willing, things are still smooth. The client in this video was struggling a bit due to ZOMG MISSILES while also being Frapsed ><

The camera speed slowing down does get pretty unwieldy down in the 15-10% range. I'm going to see if I can sanely decouple it, since feedback seems pretty united there...we'll see how good my code-fu is.



With time dilation i was under the impression that fights with 200, 300, 500, 1000 people would go as smooth (FPS wise) as fights with.. you know.. 20, 30, 50 or 100 but it would be in slow-motion as in your armor repairer takes 100 seconds to cycle instead of 10, but the enemies gun will also take 100 seconds to cycle instead of 10.

About effects, i can have very smooth FPS with over 100 NPC RATS shooting me with lasers so the effects are the same as players shooting lasers i suppose.


So in that video demonstration of yours.. if you had turned off missiles, turret effects, brackets etc and didn't had fraps turned on, time would dilate but would the FPS remain the same? Or would it drop to 10 or 12 like it was in the video (seemed 10 or 12..)?

The world is a community of idiots doing a series of things until it explodes and we all die.

Anja Talis
Sal's Waste Management and Pod Disposal
#52 - 2011-09-30 21:38:43 UTC
CCP Veritas wrote:

The camera speed slowing down does get pretty unwieldy down in the 15-10% range. I'm going to see if I can sanely decouple it, since feedback seems pretty united there...we'll see how good my code-fu is.


Big smile
Daedalus II
Aliastra
Gallente Federation
#53 - 2011-09-30 21:38:47 UTC
Like most others I'd also like to see the UI not affected by the slowdown. And as someone said, in the ideal world it would be completely disconnected from the server state and internal update loop.

However, I'm pretty sure the client is so crappily coded that it in fact has a connection between the UI updating and the update loop anyway. For example you see that the entire client freeze every time you stack a large amount of stuff, or when the overview updates. Had the UI been standalone this wouldn't happen. Therefore CCP, in their quest to get as much use with as little change as possible, has simply changed the clock (update loop) in the dilated systems, and this carries over to the client and it's internal update loop which then also decreases framerate, unfortunately.

In my opinion it would have been much better with a client coded in C++ with a separate thread for the UI. But now it's in python (which sucks at multithreading) and we probably have to live with that and the connected freezes and update loop dependency during a foreseeable future.
leich
Nocturnal Romance
Cynosural Field Theory.
#54 - 2011-09-30 21:42:08 UTC
CCP Veritas wrote:
[quote=Vincent Athena]CCP Veritas:
The camera speed slowing down does get pretty unwieldy down in the 15-10% range. I'm going to see if I can sanely decouple it, since feedback seems pretty united there...we'll see how good my code-fu is.


Im sure you have a black belt in code-fu so this will be no problem at all :)
Ur235
Appetite 4 Destruction
#55 - 2011-09-30 21:48:06 UTC  |  Edited by: Ur235
I like it couldnt really care less if the camera is slowed down and the ui is also slowed down, as long as what i shoot gets hit then im fine with all the other things being slowed down

We know its not the perfect soloution to it but it will certainly help hopefully

hmm

Raivi
State War Academy
Caldari State
#56 - 2011-09-30 21:49:50 UTC
CCP Veritas wrote:

The camera speed slowing down does get pretty unwieldy down in the 15-10% range. I'm going to see if I can sanely decouple it, since feedback seems pretty united there...we'll see how good my code-fu is.


I'm gonna add my voice to the din saying that I'd also appreciate this change if you can pull it off. Camera moving lag is generally an indication of client lag instead of server lag, so I think it would feel unintuitive to many players as a signal that time is slowed.
Dradius Calvantia
Lip Shords
#57 - 2011-09-30 21:57:12 UTC  |  Edited by: Dradius Calvantia
leich wrote:

Pro Tip dont call point untill you see it show up in your log!


1. In these situations, it is quite common for the warp scram notification to come up in your log anyway, even though the target has already warped off.

2. If you are wasting screen space, and information scanning time on the log, you are doing it wrong.

3. I of course did not literally mean that everyone calls out point over coms every time this happens. Forgive the small bit of artistic license used to convey the sense of disappointment missing a target snag thanks to module lag causes.

4. When are you guys going to go back to missioning in carriers so we can kill them with a couple man BC gang again?
leich
Nocturnal Romance
Cynosural Field Theory.
#58 - 2011-09-30 22:07:24 UTC
Umad?

Mirei Jun
Garoun Investment Bank
Gallente Federation
#59 - 2011-09-30 22:07:51 UTC
Something to actually be excited about in Eve! This is innovation -not some avatars in a room.

Things have come a long way already since the days where Eve was unplayable in large fleet battles. This will improve them even more.

For those complaining over the fact this affects an entire node, and not just particular systems:

Major fleet lag affects entire nodes. You would know this had you ever been involved in skirmish fights on the same node a large fleet battle was occurring. Therefore it is reasonable and required to slow down the entire slice of virtual space.

Malcom Dax
Sebiestor Tribe
Minmatar Republic
#60 - 2011-09-30 22:12:12 UTC
I approve of this product and/or service. Big smile

I'll add my voice to the 'dont-slow-down-the-UI' crowd though. For what its worth, I dont mind the targeting spinny-triangly-square thing rotating slower, but it would be better if the camera and everything else worked at normal speed.

With regards to this, are things like the speed of the right-click pop-up menu affected by TiDi?

.