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Spooky
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Posted: 25 Aug, 2010
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Joined: 15 Feb, 2007 Posts: 9775 Location: Austria
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chosan wrote: Take a look at the titan in FA, when it walks it almost looks as if it's hoovering between the steps, it walks ridiculesly fast It doesn't walk "ridiculously fast". It just walks fast, compared to other land units. It has a max speed of 4.0. Just as the Titan in SupCom2. chosan wrote: take a look at an engineer in FA, it takes over 8 minutes for it to travel the distance shown in your previous picture on setons. An engineer in supcom 2 only takes 3min and 50sec. That's because the engineer in SupCom2 has a speed of 3.0 set in its blueprint, while the engineer in FA has a max speed of 1.9. chosan wrote: The titan in supcom 2 looks like it walks really slow compared to the one in FA, and it does. It doesn't walk slower. They both have the same speed. They just appear slower, since they are a lot bigger in comparison. chosan wrote: So basically maps in supcom 2 are smaller and the units are slower The maps are the same size and certain units have the same speed in both games. They only appear slower, because the units in SupCom2 are bigger. Some units in FA are faster (tanks by 0.2) some are slower (engineers by 1.1). chosan wrote: even though IMO it doesn't cause when I tested the titan in supcom 2 walking "your" distance it only took 3 minutes, I don't know why you got above 4 Simply use the replays I provided and measure it for yourself. chosan wrote: maybe we have different patches or something, mine isn't patched since release Yours isn't patched since release? Do you run Steam in offline mode the whole time? Or do you mean Forged Alliance? It doesn't matter anyway, since the speed of both units did not change in any of the patches. chosan wrote: And either way scotchtape still fails in his post where he states that supcom 2 maps are "many times bigger" than FA maps. He meant in total, with the whole geometry surrounding it. He thought that this would have an impact on sim performance too, but it really does not. With the whole area around the playable area in Seton's Clutch, it's 5500x5500 big, which would equal to 107x107 km in SupCom/FA's terms. But that's not really relevant anyway. chosan wrote: However, my point is proven cause it takes over 8 min in FA for an engineer, comparing speed witht the titan in FA is just a bad example since it got such an extreme speedbost from vanilla to FA, it walks unnaturally fast. It doesn't matter if the Titan runs naturally fast. Your point is not proven with engineers, since the engineers in Supreme Commander and Supreme Commander 2 have different speeds. You need to compare it with units of the same speed, i.e. the Titans and the Cyclone/Wasp. If you want you can also compare the UEF T2 Destroyer of FA with the UEF Battleship in SupCom2. Both have a max speed of 5.0. I think you still did not understand how all this relates to each other.
_________________ TF2 • Demigod • FA
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chosan
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Posted: 25 Aug, 2010
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Joined: 12 Jul, 2010 Posts: 800
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Spooky wrote: chosan wrote: The titan in supcom 2 looks like it walks really slow compared to the one in FA, and it does. It doesn't walk slower. They both have the same speed. They just appear slower, since they are a lot bigger in comparison. Map is smaller/units are bigger. Tomato/tomaato..
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Spooky
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Posted: 25 Aug, 2010
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Joined: 15 Feb, 2007 Posts: 9775 Location: Austria
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chosan wrote: Map is smaller/units are bigger. Tomato/tomaato.. It's not "tomato/tomaato" at all. Saying the map is smaller, implicating that everything else is the same, does not work here. If the map is smaller, while the unit size and stats are left unchanged, units in Supreme Commander 2 would require less time when traveling from similar points relative to the map layout. If Seton's Clutch in SupCom2 had half the size of Seton's Clutch in Forged Alliance, the Wasp would also require only half the time when going from one corner to the other, compared to the Cyclone going from one corner to the other. Saying every unit is bigger, implicating that everything else is the same, does work however. If the map size is the same and the unit stats are the same, while only the unit size and footprints changed, the travel times of units with equal speeds starting from equal grid points on both maps will be the same.
_________________ TF2 • Demigod • FA
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chosan
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Posted: 25 Aug, 2010
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Joined: 12 Jul, 2010 Posts: 800
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Spooky wrote: chosan wrote: Map is smaller/units are bigger. Tomato/tomaato.. It's not "tomato/tomaato" at all. Saying the map is smaller, implicating that everything else is the same, does not work here. If the map is smaller, while the unit size and stats are left unchanged, units in Supreme Commander 2 would require less time when traveling from similar points relative to the map layout. If Seton's Clutch in SupCom2 had half the size of Seton's Clutch in Forged Alliance, the Wasp would also require only half the time when going from one corner to the other, compared to the Cyclone going from one corner to the other. Saying every unit is bigger, implicating that everything else is the same, does work however. If the map size is the same and the unit stats are the same, while only the unit size and footprints changed, the travel times of units with equal speeds starting from equal grid points on both maps will be the same. The map is still smaller if the units are bigger, even if they have different stats, I don't understand why they made the units bigger and then kept their speed the same, it doesn't make any sense. However, the units are bigger/the map is smaller which means it takes less computer power, which is what this argumant is about. The unit speed doesn't really matter.
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Spooky
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Posted: 25 Aug, 2010
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Joined: 15 Feb, 2007 Posts: 9775 Location: Austria
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chosan wrote: The map is still smaller if the units are bigger, even if they have different stats, I don't understand why they made the units bigger and then kept their speed the same, it doesn't make any sense. It does make sense. As already said, there is even a mod for Supreme Commander, that increases the size of all units (albeit only mobile units as far as I remember) drastically, since they can be seen easier then. Some users complained, that the units are often hard to make out or to distinguish in higher zoom levels. And of course it changes the scale of the game in one way. In Supreme Commander 2 you do not build, or do not have to build as many units and structures ans in SupCom/FA. Units were scaled according to the gameplay and balance. chosan wrote: However, the units are bigger/the map is smaller which means it takes less computer power, which is what this argumant is about. The unit speed doesn't really matter. The map is not smaller. The units being bigger does not directly affect the performance (except graphic performance, if the units also have more geometry). The game itself requires you to build less units/structures overall and this generally leads to better performance.
_________________ TF2 • Demigod • FA
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chosan
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Posted: 25 Aug, 2010
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Joined: 12 Jul, 2010 Posts: 800
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Spooky wrote: chosan wrote: However, the units are bigger/the map is smaller which means it takes less computer power, which is what this argumant is about. The unit speed doesn't really matter. The map is not smaller. The units being bigger does not directly affect the performance (except graphic performance, if the units also have more geometry). The game itself requires you to build less units/structures overall and this generally leads to better performance. The units are bigger,which means zoom level doesn't go as close, which means there is less details needed, which really means that the map is smaller. Hell I could say the map 100x as big, just that the unts are bigger, wouldn't really make any difference, the map would still be the same size. The units being bigger but not faster is another story, and it has to do with gameplay and not map size.
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Bhaal
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Posted: 25 Aug, 2010
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Joined: 22 Feb, 2007 Posts: 614
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scotchtape622 wrote: Hazza616 wrote: They pretty much sorted this in SC2, and it's using the same engine. This. SupCom2 runs much better than FA. My bro can run it with a P4 2.4 Ghz processor at about -4 average, which is much better than FA. Performance is better because the maps have a lot less features/detail.... Performance is better because you have a lot less units in supcom2... Performance is better because you have less buildings in supcom2... Performance is better because the unit limit was changed to 500... I hope they will not "improve" game performance in Kings and Castles like they did for supcom2...
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scotchtape622
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Posted: 25 Aug, 2010
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Joined: 15 Mar, 2007 Posts: 4756
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Bhaal wrote: scotchtape622 wrote: Hazza616 wrote: They pretty much sorted this in SC2, and it's using the same engine. This. SupCom2 runs much better than FA. My bro can run it with a P4 2.4 Ghz processor at about -4 average, which is much better than FA. Performance is better because the maps have a lot less features/detail.... Performance is better because you have a lot less units in supcom2... Performance is better because you have less buildings in supcom2... Performance is better because the unit limit was changed to 500... I hope they will not "improve" game performance in Kings and Castles like they did for supcom2... lol
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Epiphenomenon
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Posted: 25 Aug, 2010
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Joined: 02 Oct, 2007 Posts: 2012
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I'm pretty sure a lot of it was changes to the moho engine, Bhaal.
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Sam37
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Posted: 26 Aug, 2010
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Joined: 24 Apr, 2007 Posts: 190 Location: Bangor NI, UK
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chosan wrote: The units are bigger,which means zoom level doesn't go as close, which means there is less details needed That makes no sense whatsoever. If the units are scaled up, but he camera zooms in less, in such a way that the units still appear the same size on screen, they would need just as much detail.
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chosan
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Posted: 26 Aug, 2010
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Joined: 12 Jul, 2010 Posts: 800
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Sam37 wrote: chosan wrote: The units are bigger,which means zoom level doesn't go as close, which means there is less details needed That makes no sense whatsoever. If the units are scaled up, but he camera zooms in less, in such a way that the units still appear the same size on screen, they would need just as much detail. The map would need less detail, and the map would appear smaller if the units are bigger. (some people here say it is not the maps that are bigger in FA but the units that are smaller).
Last edited by chosan on 26 Aug, 2010, edited 1 time in total.
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Sam37
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Posted: 26 Aug, 2010
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Joined: 24 Apr, 2007 Posts: 190 Location: Bangor NI, UK
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Oh I see, I thought you meant less detail on the models. That's what I get for only skimming over a thread. 
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thecommanderD
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Posted: 26 Aug, 2010
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Joined: 24 May, 2010 Posts: 405 Location: Sitting back and playin video games.
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The map isn't smaller, it actually is the same size. The units are just bigger. CT said this himself, or maybe it was Servo, I don't remember, but they confirmed it.
What's the point of this again?
EDIT: And by the way, I never experience this slowdown, except in Setons on a 4v4 with me and all AI, on hard and cheating mixed. I even tested by going back and playing FA, and even before I had that many units, it started to lag, and I was using all the same equipment. Just saying.
_________________ “The pessimist complains about the wind; the optimist expects it to change; the realist adjusts the sails.” -William Arthur Ward
Last edited by thecommanderD on 26 Aug, 2010, edited 2 times in total.
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Korsan82
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Posted: 26 Aug, 2010
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Joined: 08 Feb, 2010 Posts: 169
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Hazza616 wrote: They pretty much sorted this in SC2, and it's using the same engine. It is not sorted. Running the same engine with smaller maps and smaller unit numbers is not the same as tweaking. Slowdown will happen and also should happen. Only thing that we need is an indicator like in TA where the total RAM was shown in game lobby. This would give a good impression of potential slowdowns for game hosts. I know this would lead to slow pcs being kicked from big games but its the only way to deal with this and tbh I'd prefer this solution much more than a dumbed down game to meet the lowest system reqs out there.
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chosan
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Posted: 26 Aug, 2010
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Joined: 12 Jul, 2010 Posts: 800
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thecommanderD wrote: The map isn't smaller, it actually is the same size. The units are just bigger. CT said this himself, or maybe it was Servo, I don't remember, but they confirmed it.
Yes and that's what we've been talking about, I have come to the conclusion that there is no difference between smaller maps and bigger units., If the units are bigger the camera don't zoom in as far, hence less detail on the map is required, the map feels smaller and also is smaller.
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BulletMagnet
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Posted: 26 Aug, 2010
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Joined: 05 Oct, 2007 Posts: 16448 Location: camping near the biggest power-up
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It's simple; measure the map size in robots. How many robots can you fit in any one direction? Since Sup2's robots are bigger than in FA, you'll fit less robots on a map... hence the map size in robots is smaller.
Can anyone successfully argue against that logic? If you wanted to, your only avenue is to say that measuring map size in robots is a bad metric. But it's a fine metric.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Spooky
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Posted: 27 Aug, 2010
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Joined: 15 Feb, 2007 Posts: 9775 Location: Austria
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BulletMagnet wrote: It's simple; measure the map size in robots. How many robots can you fit in any one direction? Since Sup2's robots are bigger than in FA, you'll fit less robots on a map... hence the map size in robots is smaller.
Can anyone successfully argue against that logic? If you wanted to, your only avenue is to say that measuring map size in robots is a bad metric. But it's a fine metric. Oviously this "works" since a pillar and a Rock Head are not the same size for example. Or the 2 Titans. However, you could still chose one unit of each game, which have the same size and would yield the same result in both games 
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chosan
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Posted: 27 Aug, 2010
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Joined: 12 Jul, 2010 Posts: 800
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Spooky wrote: BulletMagnet wrote: It's simple; measure the map size in robots. How many robots can you fit in any one direction? Since Sup2's robots are bigger than in FA, you'll fit less robots on a map... hence the map size in robots is smaller.
Can anyone successfully argue against that logic? If you wanted to, your only avenue is to say that measuring map size in robots is a bad metric. But it's a fine metric. Oviously this "works" since a pillar and a Rock Head are not the same size for example. Or the 2 Titans. However, you could still chose one unit of each game, which have the same size and would yield the same result in both games  No, because of the reasons i stated in my last post it would not yield the same result. Supcom 2's maps has less detail.
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Spooky
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Posted: 27 Aug, 2010
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Joined: 15 Feb, 2007 Posts: 9775 Location: Austria
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The map isn't smaller just because it has less details. It feels smaller, yes.
_________________ TF2 • Demigod • FA
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chosan
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Posted: 27 Aug, 2010
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Joined: 12 Jul, 2010 Posts: 800
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Spooky wrote: The map isn't smaller just because it has less details. It feels smaller, yes. The map is made to be a certain size, if I would enlarge say an FA map by 10x it would look horrible. If you would enlarge a supcom 2 map to FA size it would look bad because it has less detail.
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Spooky
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Posted: 27 Aug, 2010
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Joined: 15 Feb, 2007 Posts: 9775 Location: Austria
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chosan wrote: The map is made to be a certain size, if I would enlarge say an FA map by 10x it would look horrible. If you would enlarge a supcom 2 map to FA size it would look bad because it has less detail. The maps have less details in the sense of variation in the heightmap, amount of props etc. The amount of vertices might still be the same (in the playable area. The amount of vertices overall is probably a lot bigger in SupCom2). The map itself isn't smaller than in Forged Alliance.
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chosan
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Posted: 27 Aug, 2010
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Joined: 12 Jul, 2010 Posts: 800
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Spooky wrote: chosan wrote: The map is made to be a certain size, if I would enlarge say an FA map by 10x it would look horrible. If you would enlarge a supcom 2 map to FA size it would look bad because it has less detail. The maps have less details in the sense of variation in the heightmap, amount of props etc. The amount of vertices might still be the same (in the playable area. The amount of vertices overall is probably a lot bigger in SupCom2). The map itself isn't smaller than in Forged Alliance. Yes it is!!!! Units are bigger, hence the camera is further pulled back, which means the grass/stones or whatever doesn't need to be as sharp or detailed.
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X-Cubed
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Posted: 27 Aug, 2010
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Joined: 24 Dec, 2008 Posts: 3188
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What does the amount of detail in the maps have to do with the size? The maps are the same size technically but they feel smaller in practice. End of discussion.
_________________ My system: Intel Core i7-3770K @ 3.5 / 8 GB DDR3 RAM / EVGA GTX 670 FTW
"TA has been the role model of (sic) all Chris Taylor RTSes to come: always big, always complex, always innovative, always niche, and always in need of one more patch."
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chosan
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Posted: 27 Aug, 2010
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Joined: 12 Jul, 2010 Posts: 800
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X-Cubed wrote: What does the amount of detail in the maps have to do with the size? The maps are the same size technically but they feel smaller in practice. End of discussion. You have nothing to back that theory up, why does the maps in FA look much bigger then? The maps in FA are bigger that's just the way it is, just because someone here said that they have the same measurement everybody has started to argue that they're at equal size, I don't remember anybody talking about this nosense at the release of supcom 2. At the release of supcom 2 everybody was pretty much agreed on that the maps are way smaller.
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Spooky
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Posted: 27 Aug, 2010
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Joined: 15 Feb, 2007 Posts: 9775 Location: Austria
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Nobody was interested in that discussion until you came along  . chosan wrote: At the release of supcom 2 everybody was pretty much agreed on that the maps are way smaller. Well I always said or suspected the things I brought up here.
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