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#101 | |
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I've also yet to see anyone agree with your analysis of the problem... I'm done arguing against your endless wall of BS.
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#102 | ||
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It's that sort of thinking that has put EA atop money hill. People bitch about a lack of innovation, but that's seen as reasonable when you call something future proof. I guess all of this funnels back to the start. Screw programming, content, and goals. The hatred here isn't for a "single" threaded engine, it's for EA business practices. Cutting through all the BS, that's what it really boils down to. If you want to hate so bad, fine. Don't fabricate a reason to dislike EA because of a developer's decision. Most of all, don't hate until you have a viable reason to hate (I don't see Sim City out yet, do you?).
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#103 |
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Brain damage. That hurts hard. ¿No threaded simulation engine? ¿WTF? LOL.
A simulation is a perfect job to use a threaded, concurrent approach. I'll continue with SimCity 4. A game from 10 years ago. |
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#105 |
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Hey we need a DLC for that of detroit... crack dens and graveyards
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#106 |
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I went from an i7 920 quad core to an i7 970 hex core and saw zero performance improvement in BF3 even though the game scales nicely to six threads.
Outside of moving from a single thread to two, multithreading doesn't automatically equal better performance. So what's the problem again?
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#107 | ||
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#108 | |
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"I go fast!1!11!1!"
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BF3, like virtually all FPS and TPS games, is going to be limited by GPU moreso than CPU.
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Only if there is more work to do. Most modern engines are simply waiting for the next game tick 50-75% of the time. The GPU is running at 75-100% though.
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#109 | ||
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They took out the grid, alright, but they cities now are smaller, and to be honest the grid wasn't bad. I've played games without grid (Tropico is an example) and it didn't add much more freedom, just looked better. Quote:
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#110 | |||||
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"I go fast!1!11!1!"
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As for cities being smaller, that remains to be seen. Let's play finished game before passing judgement, shall we? Quote:
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#111 | ||||||
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They didn't take into account city scalability and that's why cities are small now instead of huge maps like you could have on SimCity 4 albeit it had flaws in precission and realism due to the use of precalculated/hardcoded variables and some statistical-fu. |
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#112 | ||||
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"I go fast!1!11!1!"
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You're assuming the full game doesn't have larger plots like SimCity 3000 and 4. How do you know it doesn't?
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#113 |
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You know, SimCity 4 does everything in one thread and despite the frame rate dropping, it's still playable and stopping the sim will give you your framerate back, but if you're running a massive city at the fastest speed, of course it's going to slow down, but keep in mind most of the time you're not running the game at full speed, you're running it at either normal or paused while you make changes to the city. The time you need the frame rate, it is there. The times you don't, it is not. Whoop de do, big deal. Even now though, the new Simcity is going to have rendering on its own thread so even that won't be a problem. The only thing you would notice is how quickly days go by at the fastest sim speeds.
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#114 |
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I played the 1hour closed beta 2 thingy for the game (as I preordered it). I will admit, initially I was disappointed with the small size of the city. However, because the transition between city->region is pretty much not a transition (a bit like how Sims 3 works) I forgave it as many cities can be run at one time. I didn't run into any lag or anything like that - even building new buildings @ high speed while my city took up nearly all the land space with most of it being medium density with some high and low density building.
IMO it isn't a big drama and I'm sure the final product - when it comes out - will be excellent.
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#115 | |
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#116 | ||||
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As simulation works in real world, yes it does.
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#117 | ||
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We've discussed this. There are interdependancies that would make the performance benefits negligable for the amount of work that had to be put in to do it. There isn't much payout to make it multi-threaded because since the renderer is on its own thread there is very little change in playability of the game. So there is no point to multi-thread it even if it does max out the CPU. Simcity 4 did a half decent job of it and it was all on one thread, including rendering! I think the new Simcity will run fine...
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#118 |
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This thread needs more circular discussion.
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#119 |
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Agreed
lets get some benches guys!
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#120 |
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Taking a look at a video of the beta, it does seem a bit small. But that could just be one of the many limitations imposed by the beta. The actual map seems quite big, and the video shows potential "great works" projects located outside the constrained city area.
All in all, the game is due out soon (5 March; a few days later for those living outside of Jesusland and its surroundings). I wonder what the reactions will be then. |
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#121 |
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^ You can control multiple cities in a region which can buy/sell/share resources and services. One city could take in the garbage of others while a city could produce surplus power and sell it off.
How far a city can be specialized has yet to be seen, ex: I don't know if Sims can commute to other cities for work or if there's a way to make multiple maps be considered a single city. I do hope they allow for larger maps, or at least make the handling of multiple dependent cities as seamless as possible. Otherwise, it's going to lack the grandeur of previous versions. |
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#122 |
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Not to mention BF3 is optimized up to 8 threads so going from a CPU that can run 8 to one that can run 12 is somewhat pointless (for Battlefield 3 at least).
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#123 |
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"I go fast!1!11!1!"
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We have no idea how many threads the render runs on. The renderer is far easier to multithread than the simulator.
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#124 |
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http://www.escapistmagazine.com/news...tys-City-Sizes
Happy now? The developers designed the thing to run on a freaking potato chip. They made the compromise of smaller, but more, cities per region. Given that the DEVELOPERS chose this, Sim City having small cities is their fault. Additionally, look at what they say. We're eventually going to increase the city size......blah, blah..... but we're going to wait until we see how people play. Basically, they're saying we'll use play data from online to develop our DLC packages. Whenever we have enough DLC money coming in we'll optimize things and get the performance closer to where we should have been prior to release. So we're clear, that's what I feared. Instead of developing a complete game, they've released an engine. Thank you DLC. I always wanted to pay another $10 for three new disaster scenarios. Perhaps for $15 I can triple my starting cash so that it's easier. This reeks of EA meddling. The developers aiming to have a game run on an old core 2 duo isn't the publishers fault. Blame the people who committed the "crime." Blame them by denying them a purchase. Edit: Quotations around crime and last line added. Frick was correct, and I forgot to add that.
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You haven't seen anything until you've seen this. *pokes computer* Wow! I didn't know the blue screen of death could get a blue screen of death. Last edited by lilhasselhoffer; Mar 2, 2013 at 07:54 PM. |
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#125 |
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Fishfaced Nincompoop
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Everyone commits this "crime". Vote with yoru wallet etc.
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