Are we already seeing 'graphical improvements'?
If they throw in too many graphical bells and whistles, they run the risk of increasing the system requirements (look what happened to Windows Vista with all that animated-menu faff and suchlike), which is a mean thing to do to an established user base. Which isn't to say they mightn't do it anyway, I just rather hope they don't.
If they throw in too many graphical bells and whistles, they run the risk of increasing the system requirements (look what happened to Windows Vista with all that animated-menu faff and suchlike), which is a mean thing to do to an established user base. Which isn't to say they mightn't do it anyway, I just rather hope they don't.
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I'm not arguing for or against (although I would like to see some upgrades), just that this is something we've been through before.
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It seems to me that system requirements were increased when CoV came out, and it felt to me like there was another hit not too long after that.
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I suppose it's inevitable, things evolve, but man, the whiiiiiniiiiiing.
There was a HUGE overhaul on the resolution of textures shortly after CoV came out. Then there was the hodge podging (is that a word?) of things like bloom, physX and several minor options shortly after that. CoX's requirements are actually much higher than what they should be, it's just that so much stuff was coded in after the fact, it's very inefficient.
However, if you want to keep playing this awesome game, you must upgrade! I hope for more improvements soon.
There was a HUGE overhaul on the resolution of textures shortly after CoV came out. Then there was the hodge podging (is that a word?) of things like bloom, physX and several minor options shortly after that. CoX's requirements are actually much higher than what they should be, it's just that so much stuff was coded in after the fact, it's very inefficient.
However, if you want to keep playing this awesome game, you must upgrade! I hope for more improvements soon. |
(Okay, you have a point that if everything had been coded in at the start it would probably be more efficient, but that's neither here nor there.)
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They're not "higher than what they should be", they're just higher than they were at launch five plus years ago, and higher that what the recommended specs state. For what the game gives us i think the specs are about what they have to be.
(Okay, you have a point that if everything had been coded in at the start it would probably be more efficient, but that's neither here nor there.) |
I suppose "higher than they should be" is an opinion. You are entitled to yours, of course.
I obviously have no problem with the requirements, I've been playing the game off and on for the past 5 years and have built specific machines just to play CoH. Because honestly, after all the graphical upgrades 2-3 years ago, if your computer could play CoH at max settings it could probably play anything else on the market.
The graphics of this game do not warrent the hardware required, in my opinion. Again, this doesn't bother me because I love CoH and the community here so I'll do what I can to keep playing, but the game running better might allow people with lower end machines to play easier.
wanted to sort of comment on this thread.
One of the things to keep in mind about CoH is that it's built on OpenGL, not DirectX. This actually matters a lot in the past / current performance. OpenGL 2.0 was specified in full in October 2004: http://www.opengl.org/documentation/...0/glspec20.pdf :: OpenGL 2.1 didn't hit until 2006: http://www.opengl.org/registry/doc/g...1.20061201.pdf :: OpenGL 3.0 came in 2008: http://www.opengl.org/registry/doc/g...0.20080811.pdf :: and OpenGL 3.2 just arrived a little over a month ago : http://www.opengl.org/documentation/current_version/
City of Heroes was launched in early 2004: http://www.gamefaqs.com/computer/dos...ta/536558.html and City of Villains was launched in 2005 : http://www.gamefaqs.com/computer/dos...ta/920475.html
This would have placed the bulk of City of Heroe's development graphics code against OpenGL 1.4: http://www.opengl.org/documentation/...4/glspec14.pdf
That's actually an issue on today's graphics cards which are geared towards running Shaders. Take a look at TechARP's GPU Comparisons when you're bored, like this list here: http://www.techarp.com/showarticle.aspx?artno=88&pgno=3
The Radeon x1800 XT, for example, can pump out 10,000 megapixels and 10,000 megatexels. It actually produces the same megapixel fill rate as a RadeonHD 4850, but less than half the texel fill rate. (25,000 on the 4850). In certain applications, the old x1800 XT would be able to stand toe to toe with the much more powerful 4850.
One of the big rumors with the upcoming Going Rogue is that the investment from NCSoft has allowed Paragon Studios to hire enough developers to re-write the graphics engine to take advantage of OpenGL 2.0+... some have even suggested that the "new" graphics engine will be built against OpenGL 3.2 to take advantage of tessellation: http://www.opengl.org/news/comments/...mes-the-speed/
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There's also other performance factors to think about as well. One of the big launch items with City of Villains was the inclusion of AGEIA's PhysX engine. Well, almost nobody bought a PhsyX card.... and if you've got an ATi or Intel GPU, you can forget accelerated physics. Even if you did pick up a PhysX card... or you have an Nvidia system capable of running PhysX... the in-game impact honestly is not noticable.
So, there's rumors that PhysX will be dropped in favor of OpenCL... which makes a lot more sense from a performance standpoint. OpenCL can be accelerated across all OS platforms.... using either CPU or GPU processing. Not only would make Transgaming's porting job a lot easier in being able to offer feature parity in Cedega / Cider... even if you buy a computer with a low-end Intel GPU based on Larrabee next year, you'll still be able to take advantage of GPU acceleration of physics.
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The good news is that if this is the approach Paragon Studios is taking, anybody with a Radeon 9700 or Geforce 6600 onwards should theoretically get a performance boost. The bad news is that if you have a Radeon 8500 or Geforce FX (or older), as well as Intel Extreme Graphics, the game could turn into not supported at all
Interesting. Thanks for the insight, je_saist.
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Also, Nvidia will be killing the ability to use an Nvidia card for PhysX computations if you are using another GPU for graphics rendering.
(Which probably only affects a tiny fraction of people, but still not very supportive of wider PhysX adoption.) link
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The bad news is that if you have a Radeon 8500 or Geforce FX (or older), as well as Intel Extreme Graphics, the game could turn into not supported at all |
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I will be VERY surprised if any kind of actual engine upgrade occurs. Pleasantly so, but surprised nonetheless.
Be well, people of CoH.
I wonder if they can detect which card you're using when you log into the game. If they see that a small enough percentage of customers are using these cards, it might be worth it for them to do it.
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For a long time users of Cedega would get errors on both nvidia-glx and fglrx that they were using an unsupported driver set. Shortly after NCSoft gave Transgaming access to the source code of the game, the driver errors went away for fglrx, although they still remain for nvidia-glx.
So yes, the game does report some system information, and it probably is possible for Paragon Studios to have an idea what hardware platforms players are using.
[quote=je_saist;2296720]
One of the big rumors with the upcoming Going Rogue is that the investment from NCSoft has allowed Paragon Studios to hire enough developers to re-write the graphics engine to take advantage of OpenGL 2.0+... some have even suggested that the "new" graphics engine will be built against OpenGL 3.2 to take advantage of tessellation: http://www.opengl.org/news/comments/...d/ [/quote]
All Positron has said is that they're doing something to keep up or ahead of the competition - but there's been nothing said at all about rewriting the graphics engine.
I think any upgrade would be more likely to be an extra level of detail, so those with powerful computers could crank up the graphics another notch or two, but those with less pwoewrful systems could keep running on the settings they use now.
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It's also been stated that the engine is capable of doing a lot more than what they have implemented now.
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I remember a long while back, before NCSoft took over, BaB mentioned that power customization would require rewriting the graphics code almost completely. They weren't going to do that unless there was a good reason to do so.
Well, now we have power customization, there's a new box expansion coming out, and a competing game just launched with state-of-the-art graphics. I don't think this is rocket surgery.
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All Positron has said is that they're doing something to keep up or ahead of the competition - but there's been nothing said at all about rewriting the graphics engine. I think any upgrade would be more likely to be an extra level of detail, so those with powerful computers could crank up the graphics another notch or two, but those with less powerful systems could keep running on the settings they use now. |
Reportedly, OpenGL is structured in such a way that graphics code written against 2.x / 3.x is largely interchangeable. Theoretically, anything written against the OpenGL 2.x instruction set should work under an OpenGL 3.x driver... and code written against the 3.x instruction set should have fallbacks to 2.x instruction set paths.
It's my opinion that under the current game engine, some of the available shader power isn't being utilized, and that a re-write or upgrade of the engine against the OpenGL 2.x or 3.x branches could net performance gains across the typical hardware in use. I really can't imagine that many players still using GeforceFX's to play the game... much less Radeon 8500's or Intel Integrated graphics. I could be wrong though.
However, these are just rumors until a developers responds confirming or denying them.
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Aion isn't that pretty |
Some laptop users are stuck with intel...poor bastards.
I really wouldn't mind a graphical update. After... What? 3-4 years without upgrading the requirements of a game, since CoV (and that's being VERY modest, considering it's closer to 5+, since CoV didn't do too much to warrant an upgrade, if any) the game could REALLY use it.
Just crack down on the things that players have been asking about; fingers, smoother graphics, more options, etc.
Animated hair?
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I really wouldn't mind a graphical update. After... What? 3-4 years without upgrading the requirements of a game, since CoV (and that's being VERY modest, considering it's closer to 5+, since CoV didn't do too much to warrant an upgrade, if any) the game could REALLY use it.
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Dr. Todt's theme.
i make stuff...
Dr. Todt's theme.
i make stuff...
Wait, what? You do remember what the textures looked like prior to CoV, right? A lot of visual flair has been added since CoH first went live. Water, as a single example, looked far less like water at launch. Oh, and the reflective/shiny surface effects CoV added that my system didn't even display properly until i upgraded my system some months later. You obviously don't remember what the game looked like at launch if you think there's been no graphical upgrades in 5+ years.
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Dark Days... Dark Days indeed.
I was just wondering this given what we've seen in recent times, namely:
The Power Customisation issue (though this is obvious and the first stage presumably in a rollout of power customisation which includes animations);
The additional small touches to the UI including level indicator, badge categories, minimap and level indicators for missions plus detailed explanations of the UI options;
And finally the information regarding the Halloween Event where a Raid Event indicator plus UI will apparently appear, along with additional minimap markers.
Is this the beginning of what we should begin to expect as GR moves towards and the overall level of the interface improves and becomes more as I call it, '2009'?
I won't deny I like the simplicity and ease of use of the other superhero MMO's interface, but that's predicated on the notion that it is a simpler game by design, and more action-oriented, by which I mean that there is more done with 'interactive' systems relying on less clicks and is more like a console game. Again, by design.
I'm hoping we see a more flexible UI (though as it is, it's pretty impressive), along with a cleaner '2009' look for the game. It's hard to deny what games can render these days with the looks of characters and environments, and whilst I'm not looking for anything specifically, I am hoping this is the beginning of the sort of things we can expect to see.
S.
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