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Why is there a copy protection system in the graphics, and is it crippling the game?

STAR WARS: The Old Republic > English > General Discussion
Why is there a copy protection system in the graphics, and is it crippling the game?

Tiron_Raptor's Avatar


Tiron_Raptor
01.11.2012 , 08:11 AM | #71
Quote: Originally Posted by myrmexaw View Post
go download netlimiter 3 and watch the second process ... it never access internet even during loading time so the only remote processing possible would be on 127.0.0.1 and that would be juts dumb... the amount of data able to pass trough the botttleneck that this create versus cpu--> gpu is astonishingly immense.

The game loading zone are eating twice as much bandwidth than even 8v8 pvp (i would check ilum but dead server is dead).


It's really odd during loading zone it stays at low download ( 5k/sec) then at the infamous30% mark ( where the small icon on the bottom right restart turning) it jump to 55k/sec for the reminder of the loading bar. This does seem to indicate transfer of texture in betwen the server and the client as there is absolutely nothing that require a 50k/sec bandwidth gameplay wise... Unless they reload the whole client database at EVERY loading zone... and even then.
That IS interesting... and exactly the kind of data I was hoping that someone had a better idea of what they were doing than I would be able to get...hmm

Edit: I've added it to the initial post, since it's a hard data point to go from.
One day my body will be able to take my brain out in public without it embarrassing us.

Malpraxis's Avatar


Malpraxis
01.11.2012 , 08:12 AM | #72
Here's my situation:

MB MSI G41M-P26, Intel Core2Duo E7300, 4 GB DDR3@1333, Nvidia GeForce 8800 GT, 7200RPM HDD, 700W PSU

And I've had no problem at all regarding reduced fps in crowded zones. I play with 1920x1080, shadows off, rest on high. I usually run with 60fps, and the worst I've had was @25fps.

And the reason of this situation is, and I'm pretty sure that's the reason, I have a 50MB Broadband (I download with 6.25 Mb off internet and I upload with 5 Mb).

Now regarding this server based rendering i'm also sure it's 100% true. My reason to belive this?
- There is allways a slight freeze when opening my inventory
- One day, as never before, i've had 0.5-1 seconds freezes while opening the map. In 30 min it disappeared. So it was clearly some problem at the server end not my end.
- The textures in some areas load in succession, not all at once. If my hardware was of fault, I should experience fps drop while this happens. But no ... I'm at 60fps and the textures keep load one by one. So i't sclear as day that all these textures comes from the server and are not rendered on my machine.

Oriox's Avatar


Oriox
01.11.2012 , 08:13 AM | #73
deep is the rabbit hole
trollololol

drbaltazar's Avatar


drbaltazar
01.11.2012 , 08:16 AM | #74
if they used a software solution instead of a gpu solution to stay more secure dont search your bottleneck is there ,it isnt random luck ms accelerated everything they can with gpu
all software solution WILL NEVER BE fast enough for mmo environement ask aion(ncsoft) ,they had contracted a company to stay secure cause with very high number of player it was just too much
so they just booted the security and put a team of watcher in game like blizzard.you complain not long after the gm come take your com,plaint detail he go check it out and ban people if they need banning or he warn them depending on the severity of what player did!in my book they should just boot this silly software security solution!
and for them it is very easy to test this disable the security on test server and check .i am all from copy protection but gees a software copyprotection unaccelerated via gpu not multithreaded ?HELL NO!

Cioffaz's Avatar


Cioffaz
01.11.2012 , 08:16 AM | #75
Quote: Originally Posted by Malpraxis View Post

...cut...

- The textures in some areas load in succession, not all at once. If my hardware was of fault, I should experience fps drop while this happens. But no ... I'm at 60fps and the textures keep load one by one. So i't sclear as day that all these textures comes from the server and are not rendered on my machine.
Are you sure of this?

So, we're going to split the money 50/50, right?

Refer me pls!

Drake_Hound's Avatar


Drake_Hound
01.11.2012 , 08:17 AM | #76
I honestly donīt care what the reason is , for protecting the 3D models .. even if they are trying to combat Pirate servers.

But seriously when this is hampering GAMEPLAY especially at endgame or Operations.
Get a grip and fix GAMEPLAY first .

Explains why I have to relog or quit game often , to just get decent gameplay .
Sorry but this is a major issue , especially when you have to interrupt npc healers.
Canīt wait for rendering to be OK status before the interrupt happens.

Honestly no wonder a lot of people just quit , cause it has nothing to do with skills lag or anything but with stupid system created to slow down responses .

SBite's Avatar


SBite
01.11.2012 , 08:18 AM | #77
*Puts thin-foil hat*

I don't know enough to have idea is there any truth in this but what I'm seeing is that there is definitely problem with many ppl together in this game and thats why every zone/planet is so heavily instanced. There is something very wrong with their engine on that front and they try to hide it behind wait times for mobs spawns when many ppl are in the same area. thats why i don't expect they ever have reasonable answer why Fleet is caped at 250 ppl when there are no spans to wait for and plenty of room for 2x or even 3x 250. Its very clear that the problem is not about players' experience quality but engine issue.

*Forgets to take off thin-foil hat*

Tiron_Raptor's Avatar


Tiron_Raptor
01.11.2012 , 08:18 AM | #78
Quote: Originally Posted by Drake_Hound View Post
I honestly donīt care what the reason is , for protecting the 3D models .. even if they are trying to combat Pirate servers.

But seriously when this is hampering GAMEPLAY especially at endgame or Operations.
Get a grip and fix GAMEPLAY first .

Explains why I have to relog or quit game often , to just get decent gameplay .
Sorry but this is a major issue , especially when you have to interrupt npc healers.
Canīt wait for rendering to be OK status before the interrupt happens.

Honestly no wonder a lot of people just quit , cause it has nothing to do with skills lag or anything but with stupid system created to slow down responses .
Honestly we don't know for sure yet that it is, but what we do know is VERY suggestive.
One day my body will be able to take my brain out in public without it embarrassing us.

drbaltazar's Avatar


drbaltazar
01.11.2012 , 08:19 AM | #79
Quote: Originally Posted by YooYooMa View Post
It's not like there's much in the game keeping me engaged. It's more a pity re-subscription with blind hope for future improvement.
come shut your....this is a great game i love it!and a lot do too if you are bored go troll wow gees!it just need a lot of elbo grease and effort!
so nobody know if this game need differential compression activated?dam!

Frooby's Avatar


Frooby
01.11.2012 , 08:21 AM | #80
Just so I know you guys understand what "rendering" is.

Rendering is the creation of an image from a data based 3D model.

If you're suggesting that some of that is being done server side and then streamed to your 3D engine, then I'm afraid that's flawed.

I'll explain why.

To bring the two images together, the streamed image, let's say my Jedi Knight has to be superimposed into the 3D gfx card rendered image. Getting the two images synced up, given the nature of internet lags and spikes, would be almost impossible.

Why would the images need to be synced up perfectly?

Because if you are superimposing pre rendered models onto the scene, they wouldn't cast shadows or light up the environment with lightsabers. Which means they'd need to have a local proxy model on your PC, which was 3d accurate, along with its associated light sources.

Both the model and the pre-rendered image would have to be in the same place at the same time all the time. Or it would be easily apparent.

The other thing to remember, is a pre rendered image superimposed onto a 3d scene, would also need z-buffer information, for occlusion, which again would have the effect, if it went out of sync, of things not dissapearing behind other things.

Also anyone who'd played with 3D vision would have noticed it straight away.

In summary, whatever it is that this remote renderer call is doing, it isn't pre-rendering images on a server and streaming them to us.
Frooby (Smuggler)

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