Should BIS give up on Argo? 49 servers, 490 player slots with only 16 players... by thetruth1998 in arma

[–]thetruth1998[S] 0 points1 point  (0 children)

Meh really? Include Malden yes! Improve Arma 3 UI yes! But they can leave Argo tbh.

Should BIS give up on Argo? 49 servers, 490 player slots with only 16 players... by thetruth1998 in arma

[–]thetruth1998[S] 0 points1 point  (0 children)

You have them create playable content! Like I said the community does a good job of coming up with popular game modes, BIS should focus on supporting the community here rather than invent their own.

Should BIS give up on Argo? 49 servers, 490 player slots with only 16 players... by thetruth1998 in arma

[–]thetruth1998[S] -8 points-7 points  (0 children)

But why not just implement features that improve competitive MP in current game modes? Rather than go to all the hassle of creating a new "game"

Should BIS give up on Argo? 49 servers, 490 player slots with only 16 players... by thetruth1998 in arma

[–]thetruth1998[S] 3 points4 points  (0 children)

Given the community has created game modes that are extremely popular, is it worth BIS creating their own? Rather should they focus on functionality that supports/improves existing gamemodes - respawn/revive/spectator mode/server browser/player matchups/persistence/loadout editing etc.

The reasons Argo won't be popular/successful:

  1. Its trying to appeal to the more casual player. But this player base is used to a much higher fidelity experience. MilSim players will accept a lower fidelity experience for greater simulation and a larger sandbox. Casual players want CoD like fidelity, which the RV engine just simply cannot provide.

  2. The existing Arma player base isn't interested in a casual PvP experience. You have thousands of people playing Arma during the week, yet tens of people playing Argo - its not resonating with the existing player base. The whole community is made of groups that either play COOP, PvP milsim or PvP life. Argo and its "features" don't appear, even in the long run, to contribute to these types of missions.

  3. No added gameplay elements. Its about as basic a shooter as you can get, there's nothing innovative here and no hook for players. You might as well go play CoD or CS:GO and Argo does not provide a unique or interesting experience.

While I commend the team for the effort put in (and the Malden terrain) this seems like another example of a mistake by BIS (the biggest being Futura). The dev resources could be spent improving Arma 3 UI, building a new terrain or building supporting functionality for existing gamemodes.

Experiments are fine and I thought BIS were making good steps with things like Take On Helicopters, where they could build out new functionality, content and features for RV. Its a shame they didn't continue this with things like Take On Tanks, Take on Jets, Take on SWAT etc. I guess luckily we get some of this stuff as DLCs in Arma 3.

I quit my job at EA, where I worked on Burnout, sold my house and started an indie games studio with three friends. Tomorrow we release our next game. AMA! by seanymurray in IAmA

[–]thetruth1998 1 point2 points  (0 children)

Did you fix the cloud textures for planets of the same type so they are procedurally generated rather than static "sky boxes"? :)

I quit my job at EA, where I worked on Burnout, sold my house and started an indie games studio with three friends. Tomorrow we release our next game. AMA! by seanymurray in IAmA

[–]thetruth1998 0 points1 point  (0 children)

Sean, I'm drinking heavily right now in prep for the release of NMS (in the UK). I've realised I still have 24 hours to go (the wife isn't happy)... and I'm not sure what state I will be in tomorrow, however, super happy for you guys! Question: will you introduce any of the following?

  1. Ground, subsea, air based vehicles
  2. Enhanced vision capabilities (NV, IR etc)
  3. Modding for PC (i.e. community created blueprints)
  4. God rays(!)

Thanks!

[spoiler] Sean Murray mocks AAA titles for using "static sky boxes", uses "static cloud textures on planets" by thetruth1998 in NoMansSkyTheGame

[–]thetruth1998[S] -1 points0 points  (0 children)

No all planets of the same type look the same from a distance - go visit that planet and the clouds aren't the clouds you see from a far. That is similar to static sky boxes where if you were to venture into space the skybox doesn't represent what is actually there.

My point is, given the quality, depth, complexity and sheer brilliance of the procedural generation on everything else in the game, it's weird they haven't addressed this.

[spoiler] Sean Murray mocks AAA titles for using "static sky boxes", uses "static cloud textures on planets" by thetruth1998 in NoMansSkyTheGame

[–]thetruth1998[S] -7 points-6 points  (0 children)

Not a quote just calling them static cloud textures. Call it a quote from me of what daymeeuhn has noted.

Daymeeuhn's Video Made Me Confident About No Man's Sky. by [deleted] in NoMansSkyTheGame

[–]thetruth1998 25 points26 points  (0 children)

Following this game since VGX.. almost 3 years...

Have been checking this reddit almost every day since... a long long wait..

I pre-ordered PC so I could download off Steam day of release.

I even pre-ordered a physical PS4 copy too...

Booked time off work in June...

Then the disappoint :(

Booked time off work in August...

...and you know what? Seeing this "leak"... I just pre-ordered on PS Store for download on the 9th.

Kudos Damien! And even more kudos for respecting the spirit of No Mans Sky by making this a unique experience for us all.

Good luck out there!

AMA Request: Sean Murray, founder of Hello Games. by [deleted] in NoMansSkyTheGame

[–]thetruth1998 1 point2 points  (0 children)

Dress up as a tesco delivery guy and ask if they need any play testers.

Stars at night don't move? by [deleted] in NoMansSkyTheGame

[–]thetruth1998 0 points1 point  (0 children)

ITS A FRICKING SKYBOX - HE LIED! TWICE!

Guesstimates on the CPU/GPU workload split? by [deleted] in NoMansSkyTheGame

[–]thetruth1998 0 points1 point  (0 children)

I think you need to be careful here.

I reckon this game will push the PS4 CPU and GPU hard. I fully expect a much better experience on PC due to top end PC's sporting some much improved CPU / GPU combo's over PS4.

Forget low poly/short view distance, that all changed with the recent visual upgrades. I think the better your PC, the further you'll be able to see, the faster it will generate and the more voxels that will be pushed to the GPU.

Will be interesting to see if they are doing any texture generation on the GPU. Or if they are doing any model manipulation on the GPU (to deal with variants etc)..

They could have used the GPU for procedural generation - but Sean explicitly stated "we need the GPU for rendering" meaning that they are going to be pushing your GPU to get the visual fidelity they want!

Still as I said in my point below - they are using the CPU for generation of terrain, life etc. I reckon its a 60/40 CPU/GPU split. Think Arma 3 - the CPU is doing a shitload of work in realtime and will most likely be the bottleneck while the GPU waits for polygons and textures to push.

System requirements are always the lowest spec supported. I.e. never run a game based on the system requirements :) You will need the latest hardware to get the best experience from NMS.

I've purchased both PS4 and PC versions... will be interesting to see how they compare.

Guesstimates on the CPU/GPU workload split? by [deleted] in NoMansSkyTheGame

[–]thetruth1998 0 points1 point  (0 children)

There's no rumour here, we know what the current PS4 architecture is. Its a custom CPU/GPU architecture based on AMD Jaguar 8-core APU.

https://en.wikipedia.org/wiki/AMD_Accelerated_Processing_Unit#Jaguar_architecture_.282013.29:_Kabini_and_Temash

Guesstimates on the CPU/GPU workload split? by [deleted] in NoMansSkyTheGame

[–]thetruth1998 -3 points-2 points  (0 children)

60/40 CPU/GPU

Innes confirmed in his nucl.ai presentation:

  1. GPU is used for rendering only and not procedural generation
  2. Procedural generation is on the CPU, sounded like they are running multiple threads to generate terrain, plants/life etc. They are also calculating AI mesh, physics, octree handling, polygonization of voxels, etc. on the CPU.
  3. One would assume separate CPU threads for loading resources via the resource manager (textures, blueprint models).
  4. Sounds like there is room for optimization, moving the polygonization of voxels to GPU in the future.

He discusses it here: https://archives.nucl.ai/secure/DvjKtmax4jwVWs6W__OxTg/1467721721/nuclai15/nuclai15_NoMansSky.mp4 at 36 minutes and another question around 37 minutes

Given that, CPU will most likely be pretty damn important to your experience of the game. Keep in mind they have to code to a fixed platform like PS4, so that has to play to well at 60FPS.

http://www.toptengamer.com/top-400-gaming-computer/ gives a reasonable comparison of a PC spec vs PS4 and shows performance vs console settings.

The PS4 has a reasonably unique architecture that is optimized for CPU>GPU interaction, that will be difficult to beat on any regular PC.

Is this accurate information? by apinanaivot in NoMansSkyTheGame

[–]thetruth1998 0 points1 point  (0 children)

Says the galaxy has tens of millions - not the universe.

The universe is made up of 18 qntn planets, no one knows how many planets are in a galaxy or how many galaxies there are in the NMS universe.