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ex_member

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  1. On 9/10/2020 at 4:24 AM, Sakura said:

    I can investigate the ping and rubberbanding stuff, I have felt it recently as well. There might be a performance issue on EU or something we are not aware about.

    I installed the game after several moths of absence, just to check if there are any performance improvements.
    Not a single change done to the config files, just setting available from the UI.
    And guess what ?

    After 3 days, I uninstalled it again.
    It works better, but still way below the level a shooter game should perform.
    See you again when you release the new UE4 version.

  2. Hi,

    imao showing assists in the scoreboard would be a good thing.
    It is a team game and there is no information shown about assists !?

    I think this is quite important, way more than to see the ping.

    The player column width should be reduced to show all other columns properly.

    What do you think ?

    Example is attached.

     

     

    image.thumb.png.0c74bef34cb44e2abfa5c85740ccf86b.png

     

     

    • Like 4
  3. 34 minutes ago, Jenzuj said:

    Thats is not true, like at all.

    You can pick parts out of the context but you cannot make the whole picture disappear !

    It does not change the fact that there are problems of different nature in RenX that got introduced with 64 player count ! 

    • Like 1
  4. 7 hours ago, Tytonium said:

    It's just a snow map related problem.

    That is probably so, but it is not said that rubberbanding is not a thing in RenX.

    I couldn't move properly for a minute or so, then I decided to start recording. Short after the rubberbanding disappeared and it went back to normal. 
    Look at the very beginning of this video and you will see how it was !

     

    Also this engie is very interesting thing. You will see him gliding and moving very weird.
    At the end of this video you will also notice how he shakes up and down. Similar shaking appears to any moving unit during some rushes on full loaded server.
     

     

  5. Hi,

    I know many of you guys play with older or weaker hardware than you will find in the post below and it works for you. Nevertheless, I heard too many times statements like this:

    7 hours ago, Tytonium said:

    If your computer can't handle RenX at 64 players, I can't imagine it plays any game well. If you really want to game as a hobby you should give serious consideration to upgrading some of your specs. It isn't crazily expensive to get a rig going that will run this game fine. Just invest a couple hundred and you'll be able to do a ton of crazy things on your computer. Hit up newegg.com if you want to upgrade some aspects of your rig.

    Sorry, but  you don't know what you are talking about !

    I started playing RenX 3-4 years ago on my old laptop and it worked good @40-60 fps with 40 players. I introduced RenX to several friends and they started playing and it worked good for them too.
    One of them had even a 2 core intel desktop pc and he could play.


    Dring the upgrades and updates, at some point the problems started. Some of us decided to buy new hardware some of my friends just left.
    I purchased a new gaming PC (it is the Spec 2 in the list)
    .

    RenX worked good again for a while. But again after some updates and patches, at some point the performance was affected somehow.
    Since that point in the past (I cant remember when, the performance was more and more affected). RenX never again worked good as before.
    I tried almost everything possible but could not get it run smoothly.

    I was about to buy a gaming PC for my family, so I gave my Spec 2 away and buy for me Spec 1.
    My friend decided to buy a new PC too as he like to play games and he likes RenX. He purchased Spec 3.
    He is so upset, bcs he cannot enjoy playing RenX.
    It works only good up to 40 players but on full 64 servers, on most maps it doesn't. And he leaves, what else should he do ?

    For the majority of time, on these 3 specs, RenX performs bad on any of the rigs I listed.

    Due to the DDOS situation, we had a chance to play on 40-48 players cap and lower populated servers.
    I can confirm that the game works much better at lower player limits than on 64.
    Same goes for my friend.

    So, for some players the game is fine and super @64, and for some it is very hard to play or it turns to be unplayable.
    But I would not say that everything is fine and no need to fix something that is not broken ! 

    Important: no such problems with other games !

    Spec 1:
    CPU i8700k
    RAM 32 GB @3200 Hz CL 14
    GPU 2080ti
    Only SSD disks
    2x27" Monitors 2560x1440p @144 Hz and @240 Hz

    RenX performance:
    - relative high FPS, depends on number of players and the duration of the match (at start it can be even >200, on full server load it is around 110)
    - smooth at the beginning of the map but not for long, after 10 min fps drops and the longer you play the less you get and the hitching get worse
    - @64 players terrible to play, fps hitching and drops, massive input lag, hit detection problems, stutter, like the whole fps flow is desynchronized and delayed
    - @40 players it performs way better and with much less issues

    For comparison other games:
    - any other FPS game I own works perfect, e.g. Overwatch can run at constant 300 fps but it is capped to 240 to fit the refresh rate of my faster screen

    Spec 2:
    CPU i7700k
    RAM 16GB @3000 Hz CL 16
    GPU 1080ti
    Only SSD disks
    1x27" Monitor 1920x1080p @ 144Hz

    RenX performance:
    - experience same as above with even less fps

    For comparison other games:
    - any other FPS game works perfect, e.g. Overwatch can run at constant 240 fps but it is capped to 144 to fit the refresh rate of the screen


    Spec 3:
    CPU Ryzen 5 2600x
    RAM 16 GB @2600Hz CL 18
    GPU GTX 1060
    Only SSD disks
    1 Monitor 1920x1080p @60-70 Hz

    RenX performance:
    - at the beginning of the game 60-70 fps and is smooth
    - smooth at the beginning of the map but not for long, after a while it starts to stutter and lose frames, the longer you play the worse it gets
    - @64 players from the mid of the game till the end on most of the maps it is unplayable 
    - @40 players it performs way better, it is playable and smooth with occasional spikes during large rushes

    For comparison other games:
    - no issues in Overwatch or CSGO or any other game, all run smooth at constant 60 fps

     

     

     

  6. Hi Havoc,

    thank you for the detailed explanation. 
    You are right about slightly changes in LOD, which is visible in the video below when I use the 2x zoom. You will also notice that I use very high level of details in my settings for LOD and other stuff.

    That guy was shooting at our HoN and he was not behind a rock, his head for sure not. 
    I had similar situations with hitting vehicles (MRLS, Arty, Orca, Apache). Clear hit and 0 dmg. No rock no nothing in front.
    In 1 PUG I have hit a MRLS 3 times and the server refused all 3 hits !
    But we can leave this example as an exception.
     

    Regarding the tick rate and lag, you are again right. RenX is having very low tick-rate(25-30) for a fast paced shooter with 64 players in a game !

    Just for comparison,  in E-sport competitions CsGo server use 128 tickrate and for standard public matches 64 tickrate. 
    (side note: most public players would have issues with 128 tickrate due to hardware limitations).
    I bet if we would increase the tickrate on RenX servers(if even possible) that the performance would suffer a lot.
    I think there are certain refresh rates when the hit detection is working better and I have the feeling that these could be a multiplier of the server's base refresh rate, e.g. 90, 120, 150 etc.)

    Nevertheless it is a horrible experience to lose the fights several times in a match bcs of that. It is not just about 1-2 frames lag. I experience a lot of these situations even when I am in a full cover. As the hit detection is on client, it would be good if possible to have any kind of server-side validation, but idk if this is even possible with the old engine and how big would be the impact on the performance.
    I am saying it would be good, not asking to make it happen.

    It is frustrating as hell to know that you have done everything right but still lose the fight. In other words, you can beat players but you cannot beat the slow computing and the lag.
    Just yesterday in 2 matches I experienced this for 5 times, but have recorded only 2 of them.

    In the video below, it is even more obvious how slow the server is updating my actions on the other client - you can count at least 10 frames of my movement before the shot take place and it counts as hit.
    10/60 = 0.1667ms  which is above the 133ms but still no update (your assumption was exact, we both were at 40-50 ping).

    These and some other problems (which are not part of this topic) are the reasons why I stop playing RenX every now and then.
    It is too annoying as there is nothing I can do.
    You cannot beat the lag !

    Again, I am really surprised about the detailed explanation.
    Thank you very much for your time.
    Appreciate it !

    👍

    • Thanks 1
  7. I am sure that the issue is somehow related  to high FPS at higher resolution ( at least on my side >100 fps 1440p ). 
    It is hard to record it exactly how it is in the game, as I cannot record more than 60 FPS.
    And when you run the game at 120, but record at 60, you will lose 50% of the frames and the recording looks a bit blured too.

    I compared the recording with in-game scene, by having it shown on 2 monitors side by side and repeating what is shown in recording.

    In game it is 2x or 3x worse than in the recording itself.
    Gonna try to find a way how to record it.

  8. These are 2 videos from few months ago.
    If you look while I am running the slope, you will notice the shaking.
    As mentioned, in the game it is much worse than in the recording as the recording is done at 60 fps.
    This kind of shaking happens in all areas when units are running any slopes, e.g. going to the plateau on Walls, or the tunnels on Under.

     

     

  9. I have reinstalled the game and made no custom settings in the .ini files. 

    I have only used the in-game available settings.
    Nevertheless, the video will show you what strange rubberbanding and stutter I get on 2 of my PCs.
    I played that map at the beginning at 240 fps as only 18 players were in the game, and later at 140-180 fps.

    On Snow it is so obvious when passing certain areas. On other maps it is not that extreme but it still affects how targets are moving.
    The faster they move and the more they change directions (dodge) the harder it is to follow bcs the movement is broken.
    It feels like a small parts of the movement are lost and like units would run over a small chainsaw.

    They shake in a similar way as Orcas.
    I will try to record some of these strange things and post them here.

    Important: as the recording is at 60 fps , that what you see in the video is much better than how it looks when playing the game >100 fps !!!
    In the game the stutter and rubberbanding is way worse !

     

  10. Patch is a “ small Mendoza with grenade“ that costs 450 creds. It is very effective against infantry and some vehicles. If you think he is weak, than I have to say, you don‘t know how to play with it.

    There are players mastering this unit to the level where you would have huge difficulties to beat them even with Doza or Mobi.

    • Like 2
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