• let's get rid of Unity
    53 replies, posted
[QUOTE=NeatHedgehog;44309722]The Forest devs have serious background in VFX, and it is much nearer to the end of its dev cycle. It should look a lot better than Rust at this point.[/QUOTE] Exactly. Check out the staffing for The Forest, they've done some VFX for some big name titles. Rust will look a lot better visually further down the line.
The problem with Unity is that it's such a user friendly interface that a lot of beginners are churning out games. The community store is amazing too, you can buy just about anything you need if you cant make/code it. It allows for a pretty fast turn around on a game. So some of these unity based games look a little "meh" its because it's not "AAA" developers doing it :) It's guys like you and I. As an IDE / Game engine though - I think people would be blown away at all you can do in there and they just keep adding to it. Unity is a badass project / idea in itself. Great product IMO.
Good luck with that.
I'm all about unity 5 and rust. If they make the change, it will look as good as the current AAA engines. Unity has come a long way, and even if the devs don't make the switch from 4 to 5, unity 4 can still look pretty decent.
[QUOTE=mihai_pruna;44304977]and use this for Rust. Just look at that forest! [url]http://sploid.gizmodo.com/i-cant-believe-this-is-not-actual-video-of-a-forest-bu-1548347306[/url][/QUOTE] YEAH lets get rid of rust and have them start all over on an engine the devs have no experience in! That's the pathway to Success!
[QUOTE=ReconHD;44305407]Rust is laggy for people enough now, and with this engine things would go downhill.[/QUOTE] I don't think the lag is Unity's fault, but the servers inability to keep up. Unity can handle, as seen in the forest, much better graphically advanced games than Rust.
[QUOTE=Kernel Kev;44312504]I don't think the lag is Unity's fault, but the servers inability to keep up. Unity can handle, as seen in the forest, much better graphically advanced games than Rust.[/QUOTE] Much of the "lag," atm, is not on the server side or even in the data transfer, but on the client side when it tries to process and render the crap-ton of objects on the server.
Ok so pressing E at a door and it taking 5 seconds to open is because my 680 struggles with the animation?
[QUOTE=Kernel Kev;44312774]Ok so pressing E at a door and it taking 5 seconds to open is because my 680 struggles with the animation?[/QUOTE] [QUOTE]...when it tries to [b]process[/b] and render...[/QUOTE] There is more to processing than rendering. Rust client has to figure out what all the junk (player positions, objects, object positions, etc) is that is being sent to it is before it can even try to render it (it also has to render everything else in the world, too, btw, not just the door, and yes your 680 [b]will[/b] struggle with that because the graphics code is a rats nest). That's not always the issue, but if your ping is good then that is usually what is going on. Can also be caused if the server application screws up and needs a reboot. Both of those are assuming your ping is good, and it's not just a crappy connection, of course.
You talk as though you have seen the client and server code... Fact is, unless you're a developer at FacePunch, then you know no more than I do about it. And stop talking bullshit about preprocessing... If you don't think it's my 680 being unable to handle the render calls, then you think it's my i7 and 16gb of ram being unable to process the pre render code? Stop pretending like you know what's going on under the hood. If it was client side lag, it would lag all the time... Server lag is dependant on load, which is normally at its highest in the evening, which, coincidentally is when it's most laggy. Unless my GPU and CPU decide to send half of its cores off to the pub for the evening causing client side lag.
[QUOTE=Kernel Kev;44314009]You talk as though you have seen the client and server code... Fact is, unless you're a developer at FacePunch, then you know no more than I do about it. And stop talking bullshit about preprocessing... If you don't think it's my 680 being unable to handle the render calls, then you think it's my i7 and 16gb of ram being unable to process the pre render code? Stop pretending like you know what's going on under the hood. If it was client side lag, it would lag all the time... Server lag is dependant on load, which is normally at its highest in the evening, which, coincidentally is when it's most laggy. Unless my GPU and CPU decide to send half of its cores off to the pub for the evening causing client side lag.[/QUOTE] Ever tried a different server? ive experienced this, and it was only on that server. clearly needed a restart or something. On topic: lets not get rid of unity and say we did k? when The Dead Linger did their "Big Engine Change" it took like 8-9 month to transition, during that period we got no updates aside from them letting us know "their close" n shit. considering how much bitching came from 3 weeks without an update, garry would probably have kids showing up at his door bitching about the lack of updates by the end of the transition..
[QUOTE=Kernel Kev;44314009]You talk as though you have seen the client and server code... Fact is, unless you're a developer at FacePunch, then you know no more than I do about it. And stop talking bullshit about preprocessing... If you don't think it's my 680 being unable to handle the render calls, then you think it's my i7 and 16gb of ram being unable to process the pre render code? Stop pretending like you know what's going on under the hood. If it was client side lag, it would lag all the time... Server lag is dependant on load, which is normally at its highest in the evening, which, coincidentally is when it's most laggy. Unless my GPU and CPU decide to send half of its cores off to the pub for the evening causing client side lag.[/QUOTE] I don't need to see the code, and it doesn't matter what specs you're running. I'm not saying your "amazing computer" can't handle the "preprocessing" or "render calls," which doesn't really apply because the game is not running on the bare-metal of your hardware, it has to go through the Rust client running on your machine. I'm saying the client software is unoptimized and can't take full advantage of your hardware. This is a fact, and has been stated by the developers numerous times. And no, the client would not lag all the time. The client would lag when it had crap tons of data being rammed down its throat by the server. Which is what happens. There have already been numerous threads about this exact subject explaining it, but apparently you either haven't read them or don't understand them.
I don't need to read them because my game runs at a very consistent 60fps and the only lag I get is players teleporting a few feet at a time when they run. I'm not saying the client code is brilliant, I am sure it runs slow on low spec PC's and can be optimised. This is not unitys fault, you can write shit code on the best game engine. I receive lag spikes at the same time my friends do who aren't even around the same part of the map as me and we all say we are getting lag over TS. A lot of the lag that we talk about, is server side, client side lag couldn't possibly be synchronised across clients. Rubber banding is what I get the most, and that is commonly known to be a server related issue, not client. What I am trying to get across is that you seemed to blame the client side as being the core of the lag. I agree that the client is not optimised, they have admitted that yes, but with my personal setup, the only lag I get, is synchronised with all the players on the map, meaning it can only be lag spikes server side.
dont think 5 seconds to open a door means an unoptimized client as much as it means lag at the server-side. having a 680 doesn't help get information from the server faster, a better internets connection or a closer server might help though.
Here we go again,if the software is unoptimized which means not utilizing the Gpu and not utilizing the Cpu as well (i do not wanna mention about full multi core support) Even the toughest hardware will get bottleneck at that process.(Do not mix that with cpu/gpu bottleneck issue) Since the game is Alpha,i do not think there is nothing much can hardware do about it unless it gets better by fixes and such.Similar problems happened when Crysis 3 released,the objects could not seen even rendered by game engine and caused huge fps loss.So comparing to Crysis 3,Rust is at it's basic shape. [QUOTE]I'm saying the client software is unoptimized and can't take full advantage of your hardware. This is a fact, and has been stated by the developers numerous times.[/QUOTE] This is very true NeatHedgeHog,client is not optimized.It's just at testing phase so can be fixed later i presume. Everyone can test it's awesome hardware at older game engines.Hearts Of Iron for example,i tested it with both Core 2 Quad and I5.After several amounts objects on the map,game starts to lag as hell.Then game becomes unplayable. Several people mentioned about the same thing at Civilization 5 too.I haven't tested it yet.
"Let's remove unity" sure, it will be easy to just switch to an unreleased engine and recode everything.
[QUOTE=ChickenLegGuy;44319005]"Let's remove unity" sure, it will be easy to just switch to an unreleased engine and recode everything.[/QUOTE] I dont think he realized what changing engines entails. Like people who ask you to fix their computer and they're like "so will it be done in the next hour?" When you have no idea what's wrong with it yet
If we wanted maximum realism we would be using Cryengine. Unity is used because it is highly modular and simple.
[QUOTE=coolitic;44321073]If we wanted maximum realism we would be using Cryengine. Unity is used because it is highly modular and simple.[/QUOTE] Unity will have it's graphical capabilities upgraded in each release anyway
Unity is a very capable engine: [video=youtube;NoBvw3b6L7I]http://www.youtube.com/watch?v=NoBvw3b6L7I[/video]
Unity 5 now has 'speed tree' so the forests will look ever better. The devs even mentioned that they plan to use it. I'm not sure you understand how capable and awesome the Unity engine actually is..
Whenever I hear the word Unity, I think of Charlie Murphy being punched in his head by Rick James..
"Yeah looks really sweet. I emailed a voxel engine middleware company to enquire about their engine. I think voxels could add a lot to Rust if they were done right - and it didn't end up looking obviously voxelly. And maybe we don't immediately add digging and stuff to make it too minecrafty. Either way at this stage it's definitely worth investigating." -Garry Newman [url]https://trello.com/b/lG8jtz6v/rust-main[/url] Looks like we might be getting voxels and deformable terrain.
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