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MoratParticipant
Me too, although Urban may have an issue with the sale price still being available.
MoratParticipantI’ve raised a support ticket at Humble, but I suspect they work US hours and I’m not going to get a response yet.
The widget definitely says it’s a cross-platform with Steam purchase so I don’t know why it’s not updated. The widget says the sale price ends in 21 hours, so I have a suspicion that Humble thinks the game is coming out tomorrow.
MoratParticipantOh wow, that’s awesome news. Should be available when I get home from work. I hope my Humble key unlocks on time.
MoratParticipant@Berry there are a few good reasons for putting this information out there. For example, many of the videos show that signals don’t change colour to red even when trains are stopped at them. It would be good to know if some of the issues like these have now been fixed.
MoratParticipant@Jonathan078NL We don’t know yet if the game is CPU or GPU bound. My son has my old Q6600 rig (non-overclocked) and it chews through all the Rome 2 Total War he can throw at it. I’d be surprised if you have a CPU issue, but it might depend on how much multi-threading the game supports as your networks get complex.
Not so sure about about your 9600GT though. The Steam page lists an 8800, but how playable a 512mb card will be once you have a bunch of assets loaded is another question.
MoratParticipant@Azrael Why don’t you calm down and watch your language. I haven’t made a single demand, I just asked if anyone had an idea of the hardware cut off where these issues happen. It’s a reasonable question, not an arrogant demand that it be fixed.
As I have a choice of which machine to play this on (one mobile and one not) this is a question that is important to me as the answer could affect how/where I play the game.
@douglas. I do know programming, and the week before release is when you want to be doing a lot of testing to make sure everything works, not be making some core code changes for optimisation that might have functional side effects.- This reply was modified 9 years, 7 months ago by Morat.
MoratParticipantThere’s a difference between consistently losing a few frames here and there due to fraps and the game having a big laggy pause because you moved the camera to a position where more of the landscape is visible.
And yes, I’m sure release performance will be better. But what’s the limiting factor we know of right now – CPU? HD access time? GPU? What do you need to have to not see it?
MoratParticipantI don’t care what’s listed on Steam as the minimum – what’s actually necessary to avoid some of the issues seen in the beta videos. The problem where the camera moves down low and the game lags while apparently loading assets seems like a problem, but on what hardware?
I hate games that artificially restrict the camera from these low angles, it would just be nice to know whether we’re likely to see some of these problems or not.
MoratParticipantI’m more interested in knowing what the hardware requirements need to be before you stop getting those problems.
MoratParticipant@nPulse I think that’s the video stuttering rather than the game itself. At least I hope it is.
MoratParticipantAha, that’s more like it. The layout at 1:49 :30 in the 8 and a half hour video gets me very excited for this game. The vids are lagging though, which is a shame.
I see a two-loco goods train at 1:59.
- This reply was modified 9 years, 8 months ago by Morat.
MoratParticipant@Mansen – I haven’t seen that grouping in any of the videos yet, although I remember the devs mentioning something about being able to group, say, a stop with a station. Does it literally mean that two separately plopped stations will act as one logical unit and that passengers/freight can be picked up or dropped off at either?
MoratParticipantIt will be large if every single file contains the terrain repeatedly, but that wouldn’t be a great data design. The terrain should be split out to a separate file and only deltas (cuts and embankments etc.) stored in individual save files.
MoratParticipantI’d like the devs to say something official about it rather than have guesses. A 250 mb save file doesn’t just restrict the number of saves for SSD users – churning that size file is going to cause serious drive wear if the game’s autosaving 250 mb every year of in-game time.
If it’s 250 mb that suggests the entire terrain elevation data is being saved in each file. If that’s the case then splitting that into a base generated mesh, deltas and other save data might not be a trivial task that they’re going to achieve in the next two weeks.
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