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#276 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,702
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So Gerry, what is the mythical "get below time" this week
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#277 |
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Member
Join Date: Feb 2002
Posts: 586
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hehe
Well I've already laid down a pretty decent marker for people to aim for; 36.9 or thereabouts. Platinum is 35.5 IIRC, so I think something below 34.5s is going to be good enough to win. My aim is to get the platinum first and foremost - anything else is a bonus! Had real problems getting a gold the first time round on this track, so it goes to show how much you learn when you can go back to it and beat the gold time by over 7s. |
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#278 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,702
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My poor son. He was showing me his great time of 37.x and he asked me to show him how to leap the chasm toward the end so I did it and accidentally finished. I tried to crash (why didn't I just bail??) but stumbled across. I told him he now has to beat the 35.x I got for him so he can rightfully claim the time.
This map is going to be a good one. I am still trailing back at 43.0 ...
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#279 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,702
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Results are in:
Trials Challenge Week 6 (Sun Jun 3rd - Sat Jun 9th): Castle Crash (Collateral Damage Category, Medium) PHP Code:
Trials Challenge Week 7 (Sun Jun 10th - Sat Jun 16th): Oil Rig Run (Cutting Edge Category, Hard) Does anyone else have some track suggestions they would like to see tossed into the challenge? I see Alex has a couple REALLY good times on the leader boards so maybe he can suggest a course he likes and thinks he can snatch a victory in
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#280 |
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Member
Join Date: Feb 2002
Posts: 586
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My times started getting better once I finally worked out how to navigate the two climbs correctly. I think a "perfect" run would have seen another 0.5-0.8s off my best but the one thing that held me back was I couldn't quite figure out the how to do the jump after the drawbridge, so I ended up using a slightly slower method.
Still, kept you on your toes. |
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#281 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,702
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sebbbi,
After seeing Epic's Unreal Engine 4 demo I thought of you. They are moving in a direction RedLynx's engines have accomplished in shipping products for years: Engines with dynamic effects that can be adjusted in real time and robust tools that allow fast game design as well as instantaneous iterative game play tweaking. Kudos for being an industry trail blazer! The obvious caveat is graphics: Unreal Engine 4 is on high end PC hardware which affords it the luxury of a host of advanced rendering techniques while the Trials engine is on the Xbox 360. To think what RL would have done with that PC setup My first question is: Was there anything shown in UE4 that surprised you, good or bad? e.g. What did you think of their use of voxel cone tracing in sparse voxel octrees for GI? I didn't read anything about virtualized geometry (like Lionhead were promoting) or virtual texturing (although the scene of the mountains probably was a hint at that?) Thinking forward, about 3-4 years to your next engine update on a next-gen console(s), what types of changes do you envision for your renderer and engine? How dependent are these advancement dependent on the hardware released? Is getting 2GB, 4GB, or 8GB of system memory going to have a big impact/deal breaker? (e.g. I hear the voxel tech Epic showed is very RAM intensive). How about the difference between a 1TFLOPs and 2TFLOPs GPU when making a 720p game at 60Hz? Are there techniques you would really like to use that the difference in memory or GPU performance is a "deal breaker" for certain techniques. For sake of our discussion lets assume your engine is streamlined *but not limited to* a downloadable title but could, of course, be distributed on a Blu Ray disk. The target system would have about 1.8TFLOPs of GPU performance, 4 x86 cores with standard x86 SIMD units, 8GBs of RAM, and a HDD standard. What highlights would your engine have on this? What improvements to your current engine would you have? I can think of some of the more obvious low hanging fruit: * Some of the grass clumps are flat sprites; also when your shadow overlaps any of the blades in the clump the entire clump gets shadowed. A next gen engine would probably have geometry based grass that casts/receives shadows. * Objects behind particles are very pixelated (e.g. if you have smoke around a tire the tire looks very blocky). A next gen engine would either have a better filter for cut down buffers or you wouldn't need this hack to begin with. * The edges of Shadow Silouttes are light when they overlap another shadow. This is simply a performance issue on the 360 as PC games aiming for 30Hz have solved this for years. * Returning to the start of the map results in texture loading delays. I would think a platform with more memory could allow for the game to keep some textures in cache at certain check points to totally avoid this issue. Other low hanging eyesores that stick out to you that you would like to address that would make a difference? But bigger picture what direction would you see yourself going in terms of technology? You guys seems pretty forward thinking. Finally, (a) would having a GPU drop from 2TFLOPs down to 1TFLOPs be a big drop in your opinion? Is it a deal breaker for some important techniques you, as a developer, would really like to implement? And (b) on identical systems, lest one has 2GB memory and another 8GB of memory, would the disparity between a 2GB and 8GB system be a big enough difference that certain techniques that are a worthy investment on the 8GB just not be plausible? Do you see good work around for this or that the different would just require avoiding research and development in that area?
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#282 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,702
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Gerry, what is the time to beat this week?
I just realized a Plat is 52 seconds and my current time is 1:05. That is a lot of time to shave.
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#283 |
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Member
Join Date: Feb 2002
Posts: 586
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The boffins have gone through the numbers and think that a time of 51.2-51.3 seconds will win it.
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#284 | ||||||||
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Member
Join Date: Nov 2007
Posts: 942
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I personally prefer smaller faster memory to larger and slower memory. EDRAM in Xbox 360 is one good example of this (it's very fast, but small, and still provides huge benefits). Quote:
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I am sorry, I can't contribute to the next gen speculation. |
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#285 | |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,840
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Quote:
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The content of this message is my personal opinion only. Last edited by Andrew Lauritzen; 12-Jun-2012 at 06:26. |
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#286 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,702
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Thanks sebbbi, I am sure we all look forward to when you can comment more. More specifically I look forward to you guys showing off some killer tech at a future GDC. I am sure a lot of developers could learn valuable lessons from your gameplay design.
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#287 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,702
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First Come, First Serve:
First poster choosing a track will be the track for this week's competition. I am sure some would prefer a shorter, faster, easier track so if you have one in mind shout it out before Robert lays claim on "Inferno 3"
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#288 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,702
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Results are in:
Trials Challenge Week 7 (Sun Jun 10th - Sat Jun 16th): Oil Rig Run (Cutting Edge Category, Hard) PHP Code:
__________________
"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#289 |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,840
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Hey, where's me (punkUser)?
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The content of this message is my personal opinion only. |
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#290 |
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Regular
Join Date: Jun 2004
Posts: 6,872
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I'm slowly finding my way through the extreme tracks. Beat The Wreck last night with less than 250 crashes, I think. Good job, me. 90% of those crashes were on two obstacles. The rest I got through without too much problem. Tonight I tackle Way Of The Ninja. Playing the extreme tracks definitely makes you learn the bike physics. I'm learning to control the acceleration a lot better, instead of just gunning it.
I also discovered the reason why the dark tracks in Trials were giving me so many problems. Way back at Christmas, I took my xbox to my parents' place and switched the video output setting to "standard" reference level. When I got home, I forgot to switch it to "expanded" and I'm gaming on a computer monitor that expects the full RGB range. That means over the last six months I played Mass Effect 3, Max Payne 3, Trials HD and others all with the incorrect display settings. Well, at least I can see what's going on in those shadows now. |
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#291 |
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Member
Join Date: Jun 2012
Posts: 266
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New user generated tracks trailer: Trials Evolution: Player-Made Madness
http://youtu.be/NchGSz-se94 |
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#292 | |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,702
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Quote:
Alex = Andrew
__________________
"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#293 | |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,840
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Quote:
For this week's track... how about Archipelago? Have we done that one yet? It's pretty
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The content of this message is my personal opinion only. |
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#294 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,702
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Archipelago it is! How about we make the end time the 30th of June since we are starting this one late--it will let all dads playing at 2am during a diaper change a chance to play :P
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#295 | |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,840
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Quote:
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The content of this message is my personal opinion only. |
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#296 |
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Member
Join Date: Feb 2002
Posts: 586
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Laid down a decent marker for this one - around 43.3s. I reckon someone is going to have to get down to 42.5s to win, perhaps even lower, and that'll be getting well into the top 1K times.
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#297 |
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Member
Join Date: Feb 2002
Posts: 586
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Sebbbi
I was wondering about the way ghosts are implemented in the game. You've mentioned that replays basically take the (saved) controller state and run that through the physics engine. I take it ghosts can't do that since it would be prohibitive to do that. Do you pre-calculate the path of the marker in memory or something and use that to display the "ghost". I was just wondering whether the fact you use a simply marker rather than a true ghost is a reflection of whatever process you use. And a follow-on from that : I've noticed that the number of ghosts you can play against is pretty variable; sometimes it's just 1, sometimes 2, and I've definitely had 3 displayed at some point. Is this limit somehow determined by how much memory is available or is there something else going on? |
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#298 | ||
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Member
Join Date: Nov 2007
Posts: 942
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Ghost data in the other hand is directly stored to the leaderboard database row (utilizing several 64 bit integer database fields). It must fit to less than 200 bytes. The ghost data itself is a mathematical curve that we fit to the recorded bike position data points. We optimize the curve (minimize control points while keeping the error as low as possible), and we bit pack and compress it (using our own compression method designed just for this purpose). I am actually quite surprised that we got the ghost quality as high as it is with just 200 bytes of data. Showing ghosts is pretty much free (calculate position based on time and one curve segment), and because the ghosts are directly saved into the leaderboard we can have ghosts for all players. |
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#299 |
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Member
Join Date: Feb 2002
Posts: 586
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Thanks sebbbi. Great answer as always. I'm amazed you can get the ghost data packed into 200 bytes. To be honest I'm amazed you can fit the replay data into 2KB as well.
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#300 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,890
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Yeah, it's a great optimisation. I like the ghost system for Motorstorm RC a lot too (trace of the exact recorded position on the track), but unfortunately more often than not I don't get any ghosts at all, probably because the game can't load them from the online database fast enough.
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