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Dust clouds in Odyssey exploration sites

First post
Author
seth Hendar
I love you miners
#21 - 2013-05-22 08:56:58 UTC
Horatius Caul wrote:
CCP Paradox wrote:
As far as I am aware, many of these sites contain the same asset placed over each other, which is still to be moved around the site. Because they are piled on top of each other, there is a framerate hit that you are experiencing.
Once the sites have been worked on, and these wrecks/containers moved - then the performance should be back to how you would expect it to be.

I think you people need to go and do missions for a few days, because you clearly don't understand what people are complaining about.

Let me know what your FPS is in dungeons like The Blockade (Blood Raiders), and if this is working as intended.

Just open the framerate display and pan the camera through any of the dust clouds on TQ.

exactly, let us know, or do you want all of us to spam the forum with youtube vids with rig details AND FPS display in those cloud filed area? maybe once you have 2k vids you will FINALLY adress the issue you don't want to see for now YEARS
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#22 - 2013-05-22 09:47:03 UTC
For the first time in all my time playing Eve i had to lower my graphics quality...

I dislike that.

BYDI recruitment closed-ish

CCP Affinity
C C P
C C P Alliance
#23 - 2013-05-22 11:20:20 UTC
I have removed all the clouds from the new exploration sites and the low FPS is caused by the assets with new particle effects sitting on top of one another. I am very aware of the issue clouds cause in normal missions and for that reason they have all been removed from the hacking and archaeology sites and once the new version of the sites are on SISI with the assets placed in their correct location (none overlapping) this issue should be resolved. Please let me know if it isn't

♥ CCP Affinity ♥

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Game Designer for EVE Online

Team Astro Sparkle

Sarmatiko
#24 - 2013-05-22 12:04:06 UTC  |  Edited by: Sarmatiko
CCP Affinity wrote:
I am very aware of the issue clouds cause in normal missions

When we should expect similar fix to missions? This is first dev response on dust performance problem since December actually, so do we have to wait another six [warm] months before someone get rid of all clouds from all dungeons?
CCP Affinity
C C P
C C P Alliance
#25 - 2013-05-22 12:36:02 UTC
We removed some and re factored them for Retribution, we are continuing to look into the issue and removing duplicates to see if this resolves the issue.

♥ CCP Affinity ♥

Follow me on Twitter

Game Designer for EVE Online

Team Astro Sparkle

Inna Cristiana
GucciGang
#26 - 2013-05-22 14:15:29 UTC
CCP Affinity wrote:
We removed some and re factored them for Retribution, we are continuing to look into the issue and removing duplicates to see if this resolves the issue.


Just remove them 100% or re-do them from the ground up.

How can you even think that they look anywhere close to "good"?
Jocca Quinn
Pator Tech School
Minmatar Republic
#27 - 2013-05-22 14:33:37 UTC
A simple "Clouds On / Off" checkbox would work too.
Petrus Blackshell
Rifterlings
#28 - 2013-05-22 16:19:24 UTC
CCP Affinity wrote:
I have removed all the clouds from the new exploration sites

That's not what Sisi looks like. Has that change happened in the past couple of days (or isn't on Sisi yet)?

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Domanique Altares
Rifterlings
#29 - 2013-05-22 19:41:52 UTC
Petrus Blackshell wrote:
CCP Affinity wrote:
I have removed all the clouds from the new exploration sites

That's not what Sisi looks like. Has that change happened in the past couple of days (or isn't on Sisi yet)?


Is this the same screencap from before? They just patched SiSi earlier today, so this may have gone into effect then.
Aria Jimbojohnson
University of Caille
Gallente Federation
#30 - 2013-05-22 19:46:34 UTC
CCP Affinity wrote:
We removed some and re factored them for Retribution, we are continuing to look into the issue and removing duplicates to see if this resolves the issue.


Unfortunately, the "refactoring" you did for Retribution somehow made them a bigger resource hog for a lot of people. This was posted in the original thread about the Retribution changes, but you guys magically stopped responding when people started complaining that it actually got worse.
seth Hendar
I love you miners
#31 - 2013-05-23 12:48:28 UTC  |  Edited by: seth Hendar
Aria Jimbojohnson wrote:
CCP Affinity wrote:
We removed some and re factored them for Retribution, we are continuing to look into the issue and removing duplicates to see if this resolves the issue.


Unfortunately, the "refactoring" you did for Retribution somehow made them a bigger resource hog for a lot of people. This was posted in the original thread about the Retribution changes, but you guys magically stopped responding when people started complaining that it actually got worse.

typical CCP behaviour, point them that something is wrong they will tell you it is not, bring proof, they'll ignore you.

was the case for incarna

was the case for uni inv (wich is still unable to perform like the old one did btw...)

is the case about lag related issue and server overload

is the case about the clouds

is the case about the launcher



this politic has to stop, CCP, be big boys and assume, or sooner or later, another "incarna" will happen.

idea for the odissey expansion: postpone it to december, and replace it by an extension named "fixing all the crap we are claiming doesn't exist"

you ignored the payer base before, don't do this mistake again....but i don't think you give a F about that so, we'll see...
Meytal
Doomheim
#32 - 2013-05-23 14:18:42 UTC
CCP Affinity wrote:
I have removed all the clouds from the new exploration sites and the low FPS is caused by the assets with new particle effects sitting on top of one another. I am very aware of the issue clouds cause in normal missions and for that reason they have all been removed from the hacking and archaeology sites and once the new version of the sites are on SISI with the assets placed in their correct location (none overlapping) this issue should be resolved. Please let me know if it isn't

CCP Affinity wrote:
We removed some and re factored them for Retribution, we are continuing to look into the issue and removing duplicates to see if this resolves the issue.

I wanted to declare my love for you for the first post, but the second one spoils it.

The clouds can be pretty, though that's a very subjective determination. But the fact that they are blindingly bright, such that you can't see module status, identify brackets, or pretty much do anything unless you zoom completely out makes people hate them. That they are graphics CPU hogs is another serious issue, and can cause physical damage to player devices. Not dealing with the clouds for so long means players are bitter and resentful, and mentioning deadspace clouds brings up only negative responses.

I'm pretty sure the art guys wouldn't be pleased with the current situation, knowing that their hard work on the clouds caused so much negative feelings, and even hostility, on the part of their intended audience. Players aren't just cussing you guys, which you're used to and which players probably will do until the end of time, but they're cussing the art guys too because of this and that's very likely unwarranted.

Disable the clouds on TQ -- modular programming and all that, you should be able to at least disable the code that generates them globally for all non-Ladar clouds fairly quickly and easily. Keep them on SiSi until you get them fixed. Please listen to player feedback regarding whether they are right or not. Only once they are fixed, and after a period of respite, bring the clouds back to TQ. Please?
Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#33 - 2013-05-23 21:50:38 UTC
I really think they should just be removed, they don't add anything to the mission/site at all... they are not camo, or a hiding place or anything, and the don't even render well, they do very odd things to lasers and other effect, and make very odd lines of change over ships... it's not cloud like at all, but like a piece of flim one cuts a whole in to pass through...

I personally think they make the game look worse than better... and the FPS is almost game breaking even in normal missions... why I hate to do them.

I am not going to say that CCP is mean or evil, that isn't the case, I know they want to see EVE beautiful... so I am saying... FPS+ really doesn't look good, and adds nothing = just take them out for the duration... what would be interesting [imho] is:

Mission:

Acceleration Gate/Warp To: use new gate effect [looks awesome]... launch to new room.
Room (no clouds, just items and put in a new backdrop, IF it must be made to look different, which I personally don't pay much mind to... I am busy looking for stuff, and watching tactical.


Simsung Padecain
The Scope
Gallente Federation
#34 - 2013-05-24 11:19:03 UTC
Adunh Slavy wrote:
CCP Paradox wrote:
then the performance should be back to how you would expect it to be.



So the lag we experince on TQ? Can we just get the option to turn them off in graphics settings. An option to turn down start brightness would be nice too. K thanks. :)

Yes, please.
Meytal
Doomheim
#35 - 2013-05-24 12:40:12 UTC
Aurelius Valentius wrote:
I really think they should just be removed, they don't add anything to the mission/site at all... they are not camo, or a hiding place or anything, and the don't even render well, they do very odd things to lasers and other effect, and make very odd lines of change over ships... it's not cloud like at all, but like a piece of flim one cuts a whole in to pass through...

I personally think they make the game look worse than better... and the FPS is almost game breaking even in normal missions... why I hate to do them.

I am not going to say that CCP is mean or evil, that isn't the case, I know they want to see EVE beautiful... so I am saying... FPS+ really doesn't look good, and adds nothing = just take them out for the duration

I do actually have to say that I saw deadspace clouds yesterday that I thought were absolutely beautiful ... around the edges. The inner part of the cloud was still too bright, but the lattice-shaped design of the cloud looked really nice against the backdrop of the area of space it was in.

If that brightness could just be substantially subdued...
Judea Namhtor
Imperial Academy
Amarr Empire
#36 - 2013-05-24 19:56:42 UTC
Hi,
i just finished a lvl 1 agent mission called "The Swap" , and it went to a place in space wheres it have really thick Red gas cloud nebulae (i think), and it slow down my FPS from 79 to 20-23 FPS. Im using Quadro 580 FX (i5), and set to all low setting. I have another one in my Asus laptop Geforce 740M (i5), and both have the same FPS drop problem. i dont know if im wrong or not, but since i read alot of forum post, i really thingking that this is a really2 huge problem for the gameplay of the game. thank you again,

best regards,

Judea Namhtor
Gethin Adoudel
Doomheim
#37 - 2013-06-22 10:30:54 UTC
Having serious issues with low fps etc mainly in missions involving clouds,any idea when CCP are going to get their collective fingers out of their arseholes and do something about it ?
It didn't do it before Odyssey was rolled out so yet again we have to put up with a nice but badly executed idea from you,maybe get some decent programmers ? And before you start sod all wrong my end worked fine before.
Evandra
Surfer des Sandwurms
#38 - 2013-06-29 09:56:24 UTC
Jocca Quinn wrote:
A simple "Clouds On / Off" checkbox would work too.


this please...first i mostly find them annyoing in most sites as they are often way to bright so i just have to zoom out and can't watch my ship blow stuff up :P
performance wise it's a even more unneeded performance loss when using more than 1 account...makes my gpu go into frenzy mode :(

i never understood why there is no option for ages as this has been a problem for ages...so pls with sugar and honey on top, give us an option to turn them off.
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