Sordid MCA/Prosper Hybryd
Arcane
- Joined
- Mar 14, 2012
- Messages
- 1,491
John Carmack?
Fuck this loser!
Fuck this loser!
John Carmack?
Fuck this loser!
Rage running in 60 fps with large outdoor areas on shitty consoles is a damn master stroke
They haven't patched it yet even once since release, so probably yes. They are working on the performance among other things (bowling bomb strength vs the boss, health/armor pickups on hard difficulty, etc.) from what I hear.Does it still run like crap?
I always appreciated Carmack's independent mind, technical acumen and clear articulation on technical talks. Who cares if he was "difficult" to work with?
Playing devil's advocate here, I also think the last engine where he was personally involved (id Tech 5) was underappreciated. Rage running in 60 fps with large outdoor areas on shitty consoles is a damn master stroke. id Tech 6 was in many ways a regression, particularly the tiny levels in Doom 4 and Wolf 2.
Changelog:
- Overall Performance Boosts!
- An occasional crash when performing random actions, including flipping lightswitches, has been fixed.
- A bug that would cause the player to sometimes switch to the wrong game mode when loading a game has been fixed.
- Optimizations to the game world logic have been made to improve performance in some circumstances and shrink savegame file sizes.
- Mouse aiming has been reworked to allow much greater precision of movement.
- The mouse axis scale sliders can now go all the way to zero.
- New "save setup" menu, allowing autosaves to be disabled and a limit to be set on the maximum number of autosaves to keep at any one time.
- Savegames can now be deleted with the Delete key.
- Keyboard bindings for aiming up, down, and returning the view to the center can now be configured.
- A key or button can now be assigned to switch to the player's previously selected weapon.
- The sizes and brightness of certain pickup items have been increased
Armor fragments are now more visible.
- Awkward delay after SMG reload has been fixed.
- The easiest skill level should now be easier, and the hardest should now be harder
- Volume slider no longer treats 50% as 0%
Performance is slightly increased with OpenGL renderer on my laptop, but there's still some latency when pressing 'fire' with all the weapons.
Also, the OpenGL renderer still has the following issues:
- without vsync, but frame limit at 60, there is a huge screen tearing problem (Intel HD4000)
- enabling vsync introduces big mouse movement latency
- limiting frames to 30 seems to eliminate tearing and latency, but is too choppy for my taste
But I think all "modern" Build games have the exact same problem (Shadow Warrior Redux and the recent Duke re-release). Any tips would be nice!
These kinds of shooters were never about enemy AI.Ideally of course making a game more difficult should involve better, smarter AI. Bullet sponges and hit point bloat are a big no no for me. Which path does Ion Maiden take in its new difficulty settings? All natural or huge pendulous tits of silicon?
I think there are new placements of health/armor on Easy mode and fewer than before on Hard mode. The difficulty changes have mostly been about the amount of resources afaik, which was the major complaint of mine about it.This update pretty much eliminated all performance problems on my end, it's largely consistent with no dips. Larger areas do feel a little less smooth, but without a FPS counter it's hard to tell, in any case the game doesn't shit itself anymore when there's a lot of stuff going on at once. The improved visibility on armor fragments is very welcome, though I didn't notice anything different with the difficulty changes. I think enemies deal a lot more damage when you have no armor equipped, but other than that it all felt the same.
Very good video except for the fact that the devs call Quake the first True 3D FPS™
Why does everyone always seem to forget Future Shock.