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DX9 and DX11

First post
Author
Eve Solecist
Shitt Outta Luck - GANKING4GOOD
#21 - 2015-03-27 00:15:43 UTC
Primary This Rifter wrote:
sabre906 wrote:
The most common issue ppl are having with dx11 that can't be fixed by getting a better PC is comm overlay.

Which gets me wondering... Why don't CCP improve in-game comm so we don't have to use a third party program? The current voice come we have in game don't work half the time.

I hope it won't get deflected because "everyone worth talking to is already on ts/mumble/vent."

The biggest issue with this is simply the fact that you just cannot exert as much control over in-game comms as you can with Teamspeak/Mumble/Ventrilo. For CCP to code something that does would be a very big undertaking, and there isn't much reason to do that when the tools we have are more than sufficient. Another is the fact that you can't use comms when you're not logged into the game - if your game client crashes for example, you won't be able to alert your fleetmates to it.

"cannot exert as much control over in-game comms"


I don't do voicecoms, but I'm curious.

What kind of control would that be?
  • All incoming connection attempts are being blocked. If you want to speak to me you will find me either in Hek local, you can create a contract or make a thread about it in General Discussions. I will call you back. -
sabre906
The Scope
Gallente Federation
#22 - 2015-03-27 00:15:44 UTC  |  Edited by: sabre906
CCP Darwin wrote:
sabre906 wrote:
Which gets me wondering... Why don't CCP improve in-game comm so we don't have to use a third party program? The current voice come we have in game don't work half the time.


We do test the voice feature every single time we do a mass test. If you have cases where you try to use it and it doesn't work, please file a bug report explaining exactly what you're doing and how it's not working. Unfortunately, the fact that most groups use alternative solutions makes it a little harder to track down such problems, but it's a supported feature and you should be able to rely on it.

Edit: Also, asking Mumble developers to prioritize getting their overlay working with DX11 is an option, if that's a consistent issue. :)


It would work one day but not another, on one fleet but not another, for no apparent reason. Relogging may fix it, or it may not, rejoining fleet may fix it, or it may not, etc. It's not just me, a lot of people have such issues. It only pops up in situations like public fleets running highsec incursions, because they're the only ones still using Eve comm. Everyone else in longer term groups use 3rd party comm.

Another thing is the comm is very basic, and lacks many of the features of third party software. The "not as much control" comment actually refers to lack of features more than anything else. Eve comm doesn't have to be as good as 3rd party ones, it just have to be good enough so that people who otherwise go without comm can use it.

Having working/workable comm in game would help get people out of soloing and into groups. Looking at text isn't the same as hearing a voice, voice is harder to ignore.

I saw the "This is Eve" trailer. Ironically, the voices in "This is Eve" come from 3rd party comm, not Eve comm. I've flown with bomber bar, I've been smartbombed, I've shot at secondary instead of primary because primary is always dead when I get to it.

This is my Eve. But when a rookie begins a trial, they'll notice that it's not their Eve - because their Eve is silent. It doesn't have to be. With in-game comm, they can hear voices of Eve before they've played long enough to be in a large entity. They'll be able to hear the helpful voices in Help channel. They'll be able to hear the yoloing in Jita (lulz). They'll hear Eve, and realize that This is Eve.
Primary This Rifter
Mutual Fund of the Something
#23 - 2015-03-27 00:26:35 UTC
Eve Solecist wrote:
Primary This Rifter wrote:
sabre906 wrote:
The most common issue ppl are having with dx11 that can't be fixed by getting a better PC is comm overlay.

Which gets me wondering... Why don't CCP improve in-game comm so we don't have to use a third party program? The current voice come we have in game don't work half the time.

I hope it won't get deflected because "everyone worth talking to is already on ts/mumble/vent."

The biggest issue with this is simply the fact that you just cannot exert as much control over in-game comms as you can with Teamspeak/Mumble/Ventrilo. For CCP to code something that does would be a very big undertaking, and there isn't much reason to do that when the tools we have are more than sufficient. Another is the fact that you can't use comms when you're not logged into the game - if your game client crashes for example, you won't be able to alert your fleetmates to it.

"cannot exert as much control over in-game comms"


I don't do voicecoms, but I'm curious.

What kind of control would that be?

Things like access controls, speaking across channels, whispering to individuals, muting people, kicking or banning people from the channel or server, priority speakers, no-chatter channels, etc.
Eve Solecist
Shitt Outta Luck - GANKING4GOOD
#24 - 2015-03-27 00:53:57 UTC
Primary This Rifter wrote:
Things like access controls, speaking across channels, whispering to individuals, muting people, kicking or banning people from the channel or server, priority speakers, no-chatter channels, etc.
Interesting.
Thanks!
  • All incoming connection attempts are being blocked. If you want to speak to me you will find me either in Hek local, you can create a contract or make a thread about it in General Discussions. I will call you back. -
Jenshae Chiroptera
#25 - 2015-03-27 01:00:17 UTC
I have run EVE on a variety of hardware and operating systems, sometimes just installing it for people.

Never noticed a difference linked to Direct X

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Johan Civire
Caldari Provisions
Caldari State
#26 - 2015-03-27 03:45:07 UTC
Even so i wish i can enabled the mantle support for my amds.... Future?
Chainsaw Plankton
FaDoyToy
#27 - 2015-03-27 04:13:50 UTC  |  Edited by: Chainsaw Plankton
they did a presentation on this stuff at fanfest last year. if I remember right one of the other main benefits is that DX11 uses less memory.

Edit: I think this is the talk: https://www.youtube.com/watch?v=apyD43WQjQ4

@ChainsawPlankto on twitter

BrundleMeth
State War Academy
Caldari State
#28 - 2015-03-27 10:39:57 UTC
CCP Darwin wrote:
DX11 should, for most modern hardware, offer somewhat better frame rates than DX9. However, with certain driver, sofftware, and hardware combinations, there may be issues that switching to DX9 resolves.

I do not believe that we're currently doing anything visually dependent on DX11. The advantage is just performance. (I'll have to confirm this statement though, since I'm not totally certain. The differences, if any, are pretty small.)

Eve Solecist wrote:
Anyhow, SSAO does not need dx11. And Tesselation ... geee ........
... if CCP had stuck with the reasonable choice ...
... OpenGL ...
... we'd most likely have tesselation for years already.


20 years ago (when I started working in animation) OpenGL was certainly the far better design. Today, OpenGL's API is kind of a mess, and taking advantage of modern rendering hardware requires using layer upon layer of proprietary extension to achieve what DirectX exposes directly.

I've recently been hearing a bit about an AMD-originated project called Vulkan that offers a much more modern design. Sounds very interesting, and may provide a nice open alternative to DirectX in years to come.

I miss the good old days of Glide and Voodoo Boards...

With DX11 I discovered a set of hidden key switches that turns everyone naked. And no it's my secret...
Callisto Helix
Adhocracy Incorporated
Adhocracy
#29 - 2015-03-27 16:32:28 UTC
CCP Darwin wrote:
Edit: Also, asking Mumble developers to prioritize getting their overlay working with DX11 is an option, if that's a consistent issue. :)


Beta snapshots of Mumble have had a working DX11 overlay for quite some time now, the problem is that it hangs the EVE client shortly after logging into the game.

I've been bugging the mumble devs about this for over a year (ever since EVE gained DX11 support), in addition to submitting bug reports ingame and posts on the tech support boards.

https://github.com/mumble-voip/mumble/issues/1123

http://forums.mumble.info/viewtopic.php?f=4&t=1234

https://forums.eveonline.com/default.aspx?g=posts&t=322456&find=unread

If the CCP devs would reach out to the Mumble devs and help them figure out what's going on/get this fixed, I (and many many others) would greatly appreciate it.

I miss my overlay Sad
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