1. Post #41

    January 2014
    104 Posts
    You talk as though you have seen the client and server code... Fact is, unless you're a developer at FacePunch, then you know no more than I do about it. And stop talking bullshit about preprocessing... If you don't think it's my 680 being unable to handle the render calls, then you think it's my i7 and 16gb of ram being unable to process the pre render code? Stop pretending like you know what's going on under the hood. If it was client side lag, it would lag all the time... Server lag is dependant on load, which is normally at its highest in the evening, which, coincidentally is when it's most laggy. Unless my GPU and CPU decide to send half of its cores off to the pub for the evening causing client side lag.
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  2. Post #42

    December 2013
    157 Posts
    You talk as though you have seen the client and server code... Fact is, unless you're a developer at FacePunch, then you know no more than I do about it. And stop talking bullshit about preprocessing... If you don't think it's my 680 being unable to handle the render calls, then you think it's my i7 and 16gb of ram being unable to process the pre render code? Stop pretending like you know what's going on under the hood. If it was client side lag, it would lag all the time... Server lag is dependant on load, which is normally at its highest in the evening, which, coincidentally is when it's most laggy. Unless my GPU and CPU decide to send half of its cores off to the pub for the evening causing client side lag.
    Ever tried a different server? ive experienced this, and it was only on that server. clearly needed a restart or something.

    On topic: lets not get rid of unity and say we did k? when The Dead Linger did their "Big Engine Change" it took like 8-9 month to transition, during that period we got no updates aside from them letting us know "their close" n shit.
    considering how much bitching came from 3 weeks without an update, garry would probably have kids showing up at his door bitching about the lack of updates by the end of the transition..
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  3. Post #43

    January 2014
    146 Posts
    You talk as though you have seen the client and server code... Fact is, unless you're a developer at FacePunch, then you know no more than I do about it. And stop talking bullshit about preprocessing... If you don't think it's my 680 being unable to handle the render calls, then you think it's my i7 and 16gb of ram being unable to process the pre render code? Stop pretending like you know what's going on under the hood. If it was client side lag, it would lag all the time... Server lag is dependant on load, which is normally at its highest in the evening, which, coincidentally is when it's most laggy. Unless my GPU and CPU decide to send half of its cores off to the pub for the evening causing client side lag.
    I don't need to see the code, and it doesn't matter what specs you're running. I'm not saying your "amazing computer" can't handle the "preprocessing" or "render calls," which doesn't really apply because the game is not running on the bare-metal of your hardware, it has to go through the Rust client running on your machine. I'm saying the client software is unoptimized and can't take full advantage of your hardware. This is a fact, and has been stated by the developers numerous times.

    And no, the client would not lag all the time. The client would lag when it had crap tons of data being rammed down its throat by the server. Which is what happens.

    There have already been numerous threads about this exact subject explaining it, but apparently you either haven't read them or don't understand them.
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  4. Post #44

    January 2014
    104 Posts
    I don't need to read them because my game runs at a very consistent 60fps and the only lag I get is players teleporting a few feet at a time when they run.

    I'm not saying the client code is brilliant, I am sure it runs slow on low spec PC's and can be optimised. This is not unitys fault, you can write shit code on the best game engine. I receive lag spikes at the same time my friends do who aren't even around the same part of the map as me and we all say we are getting lag over TS. A lot of the lag that we talk about, is server side, client side lag couldn't possibly be synchronised across clients. Rubber banding is what I get the most, and that is commonly known to be a server related issue, not client.

    What I am trying to get across is that you seemed to blame the client side as being the core of the lag. I agree that the client is not optimised, they have admitted that yes, but with my personal setup, the only lag I get, is synchronised with all the players on the map, meaning it can only be lag spikes server side.

  5. Post #45
    OneJibmoNatio's Avatar
    August 2013
    136 Posts
    dont think 5 seconds to open a door means an unoptimized client as much as it means lag at the server-side. having a 680 doesn't help get information from the server faster, a better internets connection or a closer server might help though.

  6. Post #46
    Stradosphere's Avatar
    March 2014
    155 Posts
    Here we go again,if the software is unoptimized which means not utilizing the Gpu and not utilizing the Cpu as well (i do not wanna mention about full multi core support) Even the toughest hardware will get bottleneck at that process.(Do not mix that with cpu/gpu bottleneck issue)

    Since the game is Alpha,i do not think there is nothing much can hardware do about it unless it gets better by fixes and such.Similar problems happened when Crysis 3 released,the objects could not seen even rendered by game engine and caused huge fps loss.So comparing to Crysis 3,Rust is at it's basic shape.

    I'm saying the client software is unoptimized and can't take full advantage of your hardware. This is a fact, and has been stated by the developers numerous times.
    This is very true NeatHedgeHog,client is not optimized.It's just at testing phase so can be fixed later i presume.

    Everyone can test it's awesome hardware at older game engines.Hearts Of Iron for example,i tested it with both Core 2 Quad and I5.After several amounts objects on the map,game starts to lag as hell.Then game becomes unplayable.

    Several people mentioned about the same thing at Civilization 5 too.I haven't tested it yet.

  7. Post #47
    Dennab
    December 2013
    1,345 Posts
    "Let's remove unity"
    sure, it will be easy to just switch to an unreleased engine and recode everything.

  8. Post #48
    Gold Member
    Dennab
    March 2007
    4,426 Posts
    "Let's remove unity"
    sure, it will be easy to just switch to an unreleased engine and recode everything.
    I dont think he realized what changing engines entails. Like people who ask you to fix their computer and they're like "so will it be done in the next hour?" When you have no idea what's wrong with it yet
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  9. Post #49
    coolitic's Avatar
    November 2012
    15 Posts
    If we wanted maximum realism we would be using Cryengine.

    Unity is used because it is highly modular and simple.

  10. Post #50
    Gold Member
    Dennab
    March 2007
    4,426 Posts
    If we wanted maximum realism we would be using Cryengine.

    Unity is used because it is highly modular and simple.
    Unity will have it's graphical capabilities upgraded in each release anyway

  11. Post #51
    RBMK1000's Avatar
    March 2014
    68 Posts
    Unity is a very capable engine:

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  12. Post #52

    February 2014
    21 Posts
    Unity 5 now has 'speed tree' so the forests will look ever better. The devs even mentioned that they plan to use it. I'm not sure you understand how capable and awesome the Unity engine actually is..
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  13. Post #53

    February 2014
    167 Posts
    Whenever I hear the word Unity, I think of Charlie Murphy being punched in his head by Rick James..

  14. Post #54

    February 2014
    209 Posts
    "Yeah looks really sweet. I emailed a voxel engine middleware company to enquire about their engine.

    I think voxels could add a lot to Rust if they were done right - and it didn't end up looking obviously voxelly. And maybe we don't immediately add digging and stuff to make it too minecrafty.

    Either way at this stage it's definitely worth investigating."

    -Garry Newman

    https://trello.com/b/lG8jtz6v/rust-main

    Looks like we might be getting voxels and deformable terrain.