[Gameplay] Immersiveness Down

Multiple reasons

1)  Memory exhaustion much faster with this build, Ram forces a freeze at around game three.

2) Core use up, causing fps to to stutter below 5 on low graphics setting around giants (more noticeable on lava map).  Interesting as last build I could play graphics on high without any major slow ups (15fps, no noticeable change throughout matches).

3) AI demigod intelligence varies wildly;  Torchbearer plays intelligently normally but focuses on fire rather than its more powerful ice stunning abilities then finishing off with fire, Regulus is normally smart but ineffective unless it's the mine happy AI, and all Rooks are as dumb as the stones they're built from and die more often than other AI demigods (though a rook v rook fight seems to matter more on who has the larger thorns aura).  It almost seems like all the rook AIs are searching for the boulder roll/hammer combo they can't access until mid-game, so they all go for weak towers and ignore the hammer.  Note that the archer tower Rook skill is now detrimental rather than helpful as each arrow triggers an opponents thorns leading to you basically racing against the clock to kill the enemy before you die to the thorns.

4) Been mentioned before, so I'll just agree that mob pathing could use some work

I will say that Unclean Beast is now my favorite Demigod now that Regulus seems to have lost its design direction.  Though making a mine-laying Regulus is interesting to play if a little counter-intuitive strategy wise.

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System Information
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Time of this report: 9/8/2008, 04:00:05
       Machine name: MJOLLNIR
   Operating System: Windows Vista™ Home Premium (6.0, Build 6001) Service Pack 1 (6001.vistasp1_gdr.080425-1930)
           Language: English (Regional Setting: English)
System Manufacturer: Hewlett-Packard
       System Model: HP Pavilion dv9500 Notebook PC   
               BIOS: Ver 1.00PARTTBL
          Processor: Intel(R) Core(TM)2 Duo CPU     T5250  @ 1.50GHz (2 CPUs), ~1.5GHz
             Memory: 2046MB RAM
          Page File: 1311MB used, 3014MB available
        Windows Dir: C:\Windows
    DirectX Version: DirectX 10
DX Setup Parameters: Not found
     DxDiag Version: 6.00.6001.18000 32bit Unicode

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DxDiag Notes
------------
      Display Tab 1: No problems found.
        Sound Tab 1: No problems found.
        Sound Tab 2: No problems found.
          Input Tab: No problems found.

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DirectX Debug Levels
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Direct3D:    0/4 (retail)
DirectDraw:  0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay:  0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow:  0/6 (retail)

---------------
Display Devices
---------------
        Card name: NVIDIA GeForce 8600M GS
     Manufacturer: NVIDIA
        Chip type: GeForce 8600M GS
         DAC type: Integrated RAMDAC
       Device Key: Enum\PCI\VEN_10DE&DEV_0425&SUBSYS_30CC103C&REV_A1
   Display Memory: 1008 MB
 Dedicated Memory: 241 MB
    Shared Memory: 767 MB
     Current Mode: 1440 x 900 (32 bit) (60Hz)
          Monitor: Generic PnP Monitor
      Driver Name: nvd3dum.dll,nvwgf2um.dll
   Driver Version: 7.15.0011.7432 (English)
      DDI Version: 10
Driver Attributes: Final Retail
 Driver Date/Size: 2/27/2008 04:48:00, 5529600 bytes

1,806 views 7 replies
Reply #1 Top

Good feedback!

Reply #2 Top

Quoting Frogboy, reply 1
Good feedback!
End of Frogboy's quote

Ummm ... there's a lot of « good feedback » on the other, recent Beta-1A threads ! It's an OK post (but why did he insert part of his DxDiagnostic text-file ?!) ... but there are a lot of other « good » posts on the other threads.

It would have been more interesting & informative, Frog Boy, if you had precisely explained what you found soooooo « good » in his post to single it out from the other posts, on other threads.

When a Stardock official does post, it has more weight. Consequently, it "should" convey more information. « Good feedback! » : what does that mean ?! There's a lot of "good feedback" on the other threads.

Feel free to inflict upon me a minus 1 karma for my impudence. >_>

 

Reply #3 Top

Quoting Sorceresss, reply 2

Quoting Frogboy, reply 1Good feedback!
Ummm ... there's a lot of « good feedback » on the other, recent Beta-1A threads ! It's an OK post (but why did he insert part of his DxDiagnostic text-file ?!) ... but there are a lot of other « good » posts on the other threads.

It would have been more interesting & informative, Frog Boy, if you had precisely explained what you found soooooo « good » in his post to single it out from the other posts, on other threads.

When a Stardock official does post, it has more weight. Consequently, it "should" convey more information. « Good feedback! » : what does that mean ?! There's a lot of "good feedback" on the other threads.

Feel free to inflict upon me a minus 1 karma for my impudence.

 
End of Sorceresss's quote

 

Good Question!

Reply #4 Top

I inserted part of my dxdiag so GPG would have system specs to reflect my fps, memory exhaustion, and cpu usage issues (Especially since it is a drastic change from Build 1 to Build 1A.

Just saying I have these issues doesn't mean the bytes it's saved on without something that can explain the issue or be used in quantitative analysis.

New Information regarding:

1)  Memory exhaustion worked around by using a 4 gig thumb drive and allocating it to Readyboost.

2) Less on screen increases fps...which is really interesting, as in the last build it was the exact opposite.  Number of pure individual units still causes fps to stutter with each new wave, and the more units in the wave the less the fps.  Most noticeable around giants, but starts with catapultasaurs.

Continuing with but seperate from 2), for some reason the game plays better with graphics set on high.  I honestly don't know why, but I'm guessing it's alot like how Hellgate was made.  Same with vertical sync off, even when fps doesn't reach the sync cap.  The improved fps and responsiveness on high compared with other graphic options is consistent between builds, but thought it was worth mentioning.

Reply #5 Top

Quoting nantukoprime, reply 4
2) Less on screen increases fps...which is really interesting, as in the last build it was the exact opposite.  Number of pure individual units still causes fps to stutter with each new wave, and the more units in the wave the less the fps.  Most noticeable around giants, but starts with catapultasaurs.
End of nantukoprime's quote

are you using the in-game framerate (that's forward slash key)? it's actually the render time, not the framerate. so lower numbers are better.

Reply #6 Top

Quoting BulletMagnet, reply 5

Quoting nantukoprime, reply 42) Less on screen increases fps...which is really interesting, as in the last build it was the exact opposite.  Number of pure individual units still causes fps to stutter with each new wave, and the more units in the wave the less the fps.  Most noticeable around giants, but starts with catapultasaurs.
are you using the in-game framerate (that's forward slash key)? it's actually the render time, not the framerate. so lower numbers are better.
End of BulletMagnet's quote

Nope, pure empirical evidence.  I'll get back next time I play and actually post the render. It will be interesting to see how the measured render time compares to the actual play experience.  The last build had a fps measure, and I remember how the game played at different fps.

What I was trying to convey was that zoomed in it's really fast until giants, then its slow but playable.  Zoomed part way out it's slow but playable, almost unplayable when giants hit.  Zoomed really far out it;s really fast until giants, then its slow but playable.

Edit:  Just played 3 games.  Waterfall level 3v3, but I'm the only real player.

Zoomed in real close (can see entire base at start):  render of 100-150 during normal creep killing.  Flashy Demigod fights range from 200-1500 depending on how many are in the fight and what misc. things are happening (1500 involved three demigods, a new wave spawning, and my death animation).  Giants spawn raises it to 2000 while everything loads.

Mid level zoom (can see from base to central flag):  render of 100-150 early game, grows to 200-300 around healers spawn, 400 around catapultasaur spawn, 1000 around angels spawn, 3000 around giants spawn.  Drops back down to between 150-400 depending on what's happening.

Really zoomed out (ie.  I'm at my health crystal and can see beyond the far side of the map beyond enemy base):  drops below 100 for normal gameplay and ramps up to 300 around the end of the game.  Constant during all demigod fights.  Otherwise constant except at angels or giants spawn, then can ramp up to 1000 then drops back down.

Summation:  New waves spawning at and after catapultasaur cause the game to spend a lot of time rendering.  The closer you are zoomed in, the more what units are doing affects the render rate.  For me, the game can quickly become unplayable since my normal mode of play is at a mid-level zoom.

Reply #7 Top

Same problem here.

A few other players have it too:

http://forums.demigodthegame.com/326328