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President and COO of HeroEngine blames Bioware for poor coding!

STAR WARS: The Old Republic > English > PvP
President and COO of HeroEngine blames Bioware for poor coding!

Zarthorn's Avatar


Zarthorn
01.25.2012 , 08:50 AM | #21
Quote: Originally Posted by DestyOwn View Post
First of all , it has nothing to do with ethernet bandwidth, second of all, this game has no physics.

There is probably as much IO's in a 64 BF3 map than in a whole SWTOR Server. and then comes the engines that probably renders 3-5 times more particles, more textures , more everything.

Their server could probably run an SWTOR Instance without a problem....

Its only the code optimization and the way its programmed that blows.
Stop using your flawed comparison please, single map rotation that houses 64 players only per server rack vs multiple static zones + map instances of thousands of players at a time per server rack.

This is why they have things like closed/open beta for MMO's but don't tend to for FPS'es, because inhouse testing would be completely smooth since there would be no more than a hundred people on the same server.

Each server for an mmo houses litterally thousands of players....not 30, not 64....thousands.

As the line went in The Last Samurai...."Do you understand this number?"

Dzhokhar's Avatar


Dzhokhar
01.25.2012 , 08:52 AM | #22
BioWare's biggest mistake was using HeroEngine as a starting point. HeroEngine was never suitable for a AAA release. EA and BioWare had the resources to develop their own engine from scratch and decided to cheap out.

I'd bet that HeroEngine's inadequacies are a huge part of why SWTOR came out in December and not March like originally planned.

Zythaera's Avatar


Zythaera
01.25.2012 , 08:56 AM | #23
Quote: Originally Posted by DestyOwn View Post
First of all , it has nothing to do with ethernet bandwidth, second of all, this game has no physics.

There is probably as much IO's in a 64 BF3 map than in a whole SWTOR Server. and then comes the engines that probably renders 3-5 times more particles, more textures , more everything.

Their server could probably run an SWTOR Instance without a problem....

Its only the code optimization and the way its programmed that blows.

Where in his post does it say 'ethernet'?


Two different engines for two different game genres. FROSTBITE is an FPS engine. HeroEngine ,until recently lacked FPS support, so you could argue that back then it was a MMO engine.

I say we just blame it all on EA since EA had the funds necessary to develop a proper engine for such a big-name game. Instead, the picked an engine that's got a free license for up to 99 developers and when it makes money they take 30% of the profits. Now i doubt this is the case, and that BW/EA bought a license. Whoever suggested HeroEngine should be shot.
:: The Sovereign :: We, the harbingers of death, shall rise from the ashes and conquer all who oppose our reign.

djpravda's Avatar


djpravda
01.25.2012 , 09:00 AM | #24
Quote: Originally Posted by Zarthorn View Post
Stop using your flawed comparison please, single map rotation that houses 64 players only per server rack vs multiple static zones + map instances of thousands of players at a time per server rack.

This is why they have things like closed/open beta for MMO's but don't tend to for FPS'es, because inhouse testing would be completely smooth since there would be no more than a hundred people on the same server.

Each server for an mmo houses litterally thousands of players....not 30, not 64....thousands.

As the line went in The Last Samurai...."Do you understand this number?"
Can you explain me why on such a small map like huttball we get lag and poor performance?

How is it different from instanced map rotation?
Dice ---- Sith Assassin--- 690Expertise
DeathWind Corridor- PvP East.
Assassin PvP Video
http://youtu.be/To-k7ZaZGmA

SteamTrout's Avatar


SteamTrout
01.25.2012 , 09:07 AM | #25
BF3 server is not 1 server rack per map. If it was so the costs of renting a server would be absolutely insane, not to mention there will be only oh so much servers you could rent. Each rack runs a number of virtual servers which, in turn, run that 1 map.

Zarthorn's Avatar


Zarthorn
01.25.2012 , 09:08 AM | #26
Quote: Originally Posted by djpravda View Post
Can you explain me why on such a small map like huttball we get lag and poor performance?

How is it different from instanced map rotation?
Because you are not on a single server housing your instance, you are still on the same server thus the server still feels the load of the thousands of other players, it's more noticable in PvP because of things like pallete loading and yes, unoptimised code.

The unoptimised code will get ironed out as time goes on, but it'll never be as smooth as an FPS for the simple and utter fact:

You are on a server housing thousands of players, not on a server housing 64 max at any given time.

Zarthorn's Avatar


Zarthorn
01.25.2012 , 09:12 AM | #27
Quote: Originally Posted by SteamTrout View Post
BF3 server is not 1 server rack per map. If it was so the costs of renting a server would be absolutely insane, not to mention there will be only oh so much servers you could rent. Each rack runs a number of virtual servers which, in turn, run that 1 map.
Again, is it a server housing thousands of players? No

Is it a server housing thousands of players and several static maps? No

Is it a server housing thousands of players, several static maps and several pvp instances? No

It is a server housing 64 players MAXIMUM, thus it won't have nowhere near the same stress load that an MMO does.

And just so you know, BF3 wasn't "spot on" at release either, plenty of players complained about stuttering framerates and other issues at release, ironed out with patches.

So once again, if you must use an analogy, compare it to another MMO and MMO engine and not an FPS with an FPS engine.

The differences are like Night and Day.

djpravda's Avatar


djpravda
01.25.2012 , 09:12 AM | #28
Quote: Originally Posted by Zarthorn View Post
Because you are not on a single server housing your instance, you are still on the same server thus the server still feels the load of the thousands of other players, it's more noticable in PvP because of things like pallete loading and yes, unoptimised code.

The unoptimised code will get ironed out as time goes on, but it'll never be as smooth as an FPS for the simple and utter fact:

You are on a server housing thousands of players, not on a server housing 64 max at any given time.
I hate to bring WoW to this discussion but why WoW's combat on bigger scale is so smooth comparing to SWTOR?
Dice ---- Sith Assassin--- 690Expertise
DeathWind Corridor- PvP East.
Assassin PvP Video
http://youtu.be/To-k7ZaZGmA

DestyOwn's Avatar


DestyOwn
01.25.2012 , 09:13 AM | #29
Quote: Originally Posted by Zarthorn View Post
Stop using your flawed comparison please, single map rotation that houses 64 players only per server rack vs multiple static zones + map instances of thousands of players at a time per server rack.

This is why they have things like closed/open beta for MMO's but don't tend to for FPS'es, because inhouse testing would be completely smooth since there would be no more than a hundred people on the same server.

Each server for an mmo houses litterally thousands of players....not 30, not 64....thousands.

As the line went in The Last Samurai...."Do you understand this number?"

Hmmm i rented a BF3 Server for 3 months, 64 PLAYERS , Running on a VM , running a rack that hosted 8VM, with 2 xenon CPU's.

And bf3 Had Public Alpha, Public Beta..

WOW Thousands of players? Let's See, a big part of them doing nothing in the fleet/cities. an another big part doing some quests. WHICH probably put aloooooooot of strain on the server.

Then comes the WZ's

Alot of people moving, alot of User inputs, alot of animations, alot of everything... 16 players , the engine can't even handle 16 players with AA enabled.

If it's hardware related, well apparently you need a better machine to run SWTOR on High than to run BF3 on Ultra Settings.

and BTW : WHERE did read that a single rack Host 1 SERVER.

Why would they need Big server Farms, IF 1 server rack would run a single server.

There is what 60 Server in NA..

This can easily fit in a few Racks.

ComeAndSee's Avatar


ComeAndSee
01.25.2012 , 09:16 AM | #30
Quote: Originally Posted by djpravda View Post
I hate to bring WoW to this discussion but why WoW's combat on bigger scale is so smooth comparing to SWTOR?
I think part of the poor FPS has to do with the fact that you can't disable player titles (i.e. Darth, Battlemaster, etc.) and guild names. It unnecessarily increases the amount of things being loaded on your screen. The only option you have is to turn them off completely.

The real "lag" in Ilum's mass PvP is the text being displayed on your screen every time you kill somebody. That and vehicles being loaded and quests being changed when they're destroyed because they have to be loaded.

WoW runs smoother because its designed to run on low-end rigs -- like P4 low end rigs.