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Is there any cutting edge tech in today's EVE online?

First post
Author
Glaxay Z
SC-2557
#1 - 2016-12-23 22:59:34 UTC  |  Edited by: Glaxay Z
About 6 years old Carbon character technology probably still is the best character creation in today's game world. However, that is only for a picture, what a shame!
TigerXtrm
KarmaFleet
Goonswarm Federation
#2 - 2016-12-23 23:15:39 UTC
The server the game runs on is the largest, most powerful gaming server cluster in the world. That's probably pretty cutting edge.

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Glaxay Z
SC-2557
#3 - 2016-12-24 03:24:50 UTC
I hope EVE still has the best graphic technology today. Roll
Sir BloodArgon Aulmais
Center for Advanced Studies
Gallente Federation
#4 - 2016-12-24 03:26:42 UTC
My spreadsheet has graphics?
Neuntausend
Republic Military School
Minmatar Republic
#5 - 2016-12-24 06:12:15 UTC
Well, no Vulkan, no DX 12, no tessellation, no ambient occlusion, 1k textures only... Eves graphics aren't exactly bleeding edge.

But do they need to be? It's much older than any of these, adding stuff to an ancient game like that is not exactly easy. It also does look rather pretty as it is already. The new low level APIs mostly improve graphics performance, which is something Eve doesn't have any trouble with, Ambient Occlusion wouldn't do much for a game where there are only tiny objects that are typically kilometers apart from each other. Tessellation would be nice, though.
Mara Pahrdi
The Order of Anoyia
#6 - 2016-12-24 07:59:58 UTC
Neuntausend wrote:
Well, no Vulkan, no DX 12, no tessellation, no ambient occlusion, 1k textures only... Eves graphics aren't exactly bleeding edge.

But do they need to be? It's much older than any of these, adding stuff to an ancient game like that is not exactly easy. It also does look rather pretty as it is already. The new low level APIs mostly improve graphics performance, which is something Eve doesn't have any trouble with, Ambient Occlusion wouldn't do much for a game where there are only tiny objects that are typically kilometers apart from each other. Tessellation would be nice, though.

Sure, but it runs just fine on a passively cooled Intel Core M-5Y71 at medium to high settings with acceptable framerates for less demanding gameplay.

And I won't be using anything else before fall 2017 with rl being what it is atm.

Remove standings and insurance.

Tipa Riot
Federal Navy Academy
Gallente Federation
#7 - 2016-12-24 09:21:29 UTC
Wouldn't exactly say EvE has no performance problems. The last 3 years and especially the last year were a downhill ride on my hardware. I've started playing with a couple of settings high, most medium with smooth 60 FPS almost everywhere. Today I play in "potato mode", means low shaders and all effects, enhancements off, and reaching 60 FPS only in free space scenes with no citadels and celestial around.

I agree EvE can be pretty, and the backend hardware maybe cutting edge for a game server, but the EvE client code is far from state of the art.

I'm my own NPC alt.

Amanda Creire-Geng
University of Caille
Gallente Federation
#8 - 2016-12-24 09:53:14 UTC
Glaxay Z wrote:
About 6 years old Carbon character technology probably still is the best character creation in today's game world. However, that is only for a picture, what a shame!


Why would you say it's the best character creator?

When they first announced it, they said it'd allow you to morph a character's face directly, with zero reliance on sliders, which sounded intriguing, but the current implementation is literally just 2 hidden sliders for each morph area (one for vertical mouse movement, one for horizontal). It feels less intuitive to use than a slider-based character creator because the level of customization is effectively the same, but you have to go looking around for morph points instead of having a properly named list of customization options.
Rain6637
GoonWaffe
Goonswarm Federation
#9 - 2016-12-24 10:35:14 UTC  |  Edited by: Rain6637
Amanda Creire-Geng wrote:
Glaxay Z wrote:
About 6 years old Carbon character technology probably still is the best character creation in today's game world. However, that is only for a picture, what a shame!


Why would you say it's the best character creator?

When they first announced it, they said it'd allow you to morph a character's face directly, with zero reliance on sliders, which sounded intriguing, but the current implementation is literally just 2 hidden sliders for each morph area (one for vertical mouse movement, one for horizontal). It feels less intuitive to use than a slider-based character creator because the level of customization is effectively the same, but you have to go looking around for morph points instead of having a properly named list of customization options.

The facial morph controls are basically a two-axis slider (a box) on top of the facial region. So you are manipulating sliders, you just don't have a visual indicator of the extremes like you get with a slider or bounding box.
Amanda Creire-Geng
University of Caille
Gallente Federation
#10 - 2016-12-24 11:21:21 UTC
Rain6637 wrote:
The facial morph controls are basically a two-axis slider (a box) on top of the facial region. So you are manipulating sliders, you just don't have a visual indicator of the extremes like you get with a slider or bounding box.


That was my point.P
Quote:
the current implementation is literally just 2 hidden sliders for each morph area

Rain6637
GoonWaffe
Goonswarm Federation
#11 - 2016-12-24 12:50:39 UTC  |  Edited by: Rain6637
Okay yeah just making sure. Gamers are familiar with linear sliders in character creators, but a X+Y slider box is very much a thing outside of that setting. For morph adjustments especially.

I don't know if I would prefer a bunch of sliders. If the sliders displayed their values it would allow us to either duplicate or transfer face sculpts but I would still want to hide the column of sliders in an advanced menu.
Rain6637
GoonWaffe
Goonswarm Federation
#12 - 2016-12-24 12:58:36 UTC
To do cutting edge I would say Lumberyard, which is Amazon's fully open source version of CryEngine. It is free for any purpose other than reselling of source code. They don't care what size your company, and the only thing they want you to use is their web services (like server hosting and collaboration pipeline).

If you use your own servers (like EVE does) they are okay with that.

They also say it's okay to make your own modifications to the source code, and it can be additive. With C++

Amazon also owns Twitch, and there are Twitch integrations in Lumberyard.

For those who don't know, Star Citizen is using CryEngine and purchased a license, but not one approaching Lumberyard's.

There's that old estimate of how long an EVE rework would take, and it was something like seven years? I wonder if that's still true, and whether the cost benefit of a completely free AAA game engine matters.
Rain6637
GoonWaffe
Goonswarm Federation
#13 - 2016-12-24 15:03:12 UTC
dakker
Tribal Liberation Force
Minmatar Republic
#14 - 2016-12-24 15:17:22 UTC
Eve is the only game that i'm aware of that has a robust API that allows their community to build apps/sites with useful game data and has provided a nice SSO solution.
Rain6637
GoonWaffe
Goonswarm Federation
#15 - 2016-12-24 15:30:45 UTC  |  Edited by: Rain6637
here's another game with nice API support https://dev.battle.net/ and as for SSO, it's only required because player assets are kept private. I would be impressed if through API and SSO you could do things like change skill queue.

Also https://dev.battle.net/docs/read/oauth
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#16 - 2016-12-27 15:27:41 UTC
Eve does Scale like no other game.

From the number of people in a fight, to the difference in size of assets.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Princess Adhara
University of Caille
Gallente Federation
#17 - 2016-12-27 15:42:33 UTC
The market.
Tipa Riot
Federal Navy Academy
Gallente Federation
#18 - 2016-12-27 18:33:26 UTC
Steve Ronuken wrote:
Eve does Scale like no other game.

From the number of people in a fight, to the difference in size of assets.

That's true, I'm still surprised nobody else managed or bothered to compete here in 13 years.

I'm my own NPC alt.

Keno Skir
#19 - 2016-12-27 18:52:47 UTC
Tipa Riot wrote:
Wouldn't exactly say EvE has no performance problems. The last 3 years and especially the last year were a downhill ride on my hardware. I've started playing with a couple of settings high, most medium with smooth 60 FPS almost everywhere. Today I play in "potato mode", means low shaders and all effects, enhancements off, and reaching 60 FPS only in free space scenes with no citadels and celestial around.

I agree EvE can be pretty, and the backend hardware maybe cutting edge for a game server, but the EvE client code is far from state of the art.


Hehe, when i started playing EvE it was on an aged laptop with integrated Intel graphics. I got about 15-20 frames a second and loved it for a year (had about 10 frames by then).

Eventually i upgraded to the gaming rig i still use today, which still gives blistering performance with everything on high. The game looks AMAZING and i can still remember how excited i was to finally see what full effects was like. But my point is that i had near the same fun playing on absolute minimums at 15FPS, which is a testament to EvE's gameplay value.
Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#20 - 2016-12-27 19:25:32 UTC
TigerXtrm wrote:
The server the game runs on is the largest, most powerful gaming server cluster in the world. That's probably pretty cutting edge.


Is this accurate?

Single shard, maybe... but I'm sure there are many far more powerful gaming clusters out there... although none probably required top-secret intel tech to run their markets.
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