Billy Idol
Legend
I has it...
That's just cosmetic change (less menu navigation). The game works exactly the same. Skill games / FMX are not counted for global leaderboards and the unlock mechanism hasn't changed either (medals earned from skill games were also counted towards event unlocking in Trials Evolution). Nothing is really changed there.I liked how the skill games were separated from the core game in the previous versions.
Do you have the 1st day patch applied? It fixed several performance problems and texture streaming problems (on all the platforms). If you have the patch, then I am really interested in knowing in which levels you have noticed fps drops. Did you do something special, or just played normally? In our development version we have noticed tearing only in one track (drop to ~58 fps in two places), everything else has been running at rock solid 60 fps. I am quite surprised about people having frame rate problems with the game.Oh and framerate needs work on the xb1 version.
We have two separate teams. One team is making mobile games (iOS and Android mostly) and one team is making console / PC games. The mobile Trials is quite different from the console version (it's a heavily story driven game).Hmm..played the Trials game on my ipad. I think I got addicted . Is that also made by u guys Sebbi ?
Do you have the 1st day patch applied? It fixed several performance problems and texture streaming problems (on all the platforms). If you have the patch, then I am really interested in knowing in which levels you have noticed fps drops. Did you do something special, or just played normally? In our development version we have noticed tearing only in one track (drop to ~58 fps in two places), everything else has been running at rock solid 60 fps. I am quite surprised about people having frame rate problems with the game.
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Not entirely. (PS4 version, digital.. although I fail to see how the digital version would be different since even the disc version is fully installed to the HDD.. surely the installs are the same at that point?) I haven't noticed any framerate issues, but texture pop-in is still a thing. Very occasionally you can see it off in the distance during a normal run, but if you reset to the beginning of the track, it's glaring... you load in almost instantly, so practically nothing is loaded, and the textures all load in over the course of about a second. The reset/start timer is so fast that you're already moving before things have finished loading.The press used an old version of the game. The texture pop-in and frame rate problems were fixed in the first day patch.
It's using 'megatexturing' and streaming the textures in tiles. If you die right at the beginning, are the textures already there?My first thought was "why isn't the entire track just sitting in memory? Surely there's enough to spare."
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Do you have the 1st day patch applied? It fixed several performance problems and texture streaming problems (on all the platforms). If you have the patch, then I am really interested in knowing in which levels you have noticed fps drops. Did you do something special, or just played normally? In our development version we have noticed tearing only in one track (drop to ~58 fps in two places), everything else has been running at rock solid 60 fps. I am quite surprised about people having frame rate problems with the game.
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Texture "popping" (= blurred texture instead of full resolution) is only happening when the camera jumps a very long distance. Checkpoint restarts for example don't cause it (data already in cache), but restarting the track when you are for example in the middle of the track will show some blurred textures for a few frames (however everything should be 1:1 resolution in less than 0.5 seconds).If you die right at the beginning, are the textures already there?
The whole game, sure.. I was thinking more along the lines of just the current track.(the whole uncompressed game data set would take more than 10 GB of memory so fitting it to memory at once is impossible).
Would adding a small(1-2sec) loading screen solve the issue and not affect gameplay? because I doubt most people will care about such an insignificant load screen and it would silence the complainers.Texture "popping" (= blurred texture instead of full resolution) is only happening when the camera jumps a very long distance. Checkpoint restarts for example don't cause it (data already in cache), but restarting the track when you are for example in the middle of the track will show some blurred textures for a few frames (however everything should be 1:1 resolution in less than 0.5 seconds).
This is just like in previous Trials games. We want instant level restarts, because the game play demands it. We would never trade game play for improved graphics. Instant restart means that in a single frame (16 milliseconds) the whole level (textures, meshes, physics world, trigger systems, etc, etc) needs to be restored to the original state. You can't load much data from the HDD in 16 milliseconds, so some minor popping is inevitable when restarting the whole track. (the whole uncompressed game data set would take more than 10 GB of memory so fitting it to memory at once is impossible).
you wont need a load screenWould adding a small(1-2sec) loading screen solve the issue and not affect gameplay? because I doubt most people will care about such an insignificant load screen and it would silence the complainers.
Hardcore players do care. We had a bug in an earlier Trials game that caused the full 3-2-1-GO! countdown for every track restart (instead of the 1 second long READY-GO). There was a huge riot in our forums. Instant restart is a key game play feature of the Trials series. Hiding slightly blurred textures for a few frames isn't a good enough reason to break one of the most important game play features.Would adding a small(1-2sec) loading screen solve the issue and not affect gameplay? because I doubt most people will care about such an insignificant load screen and it would silence the complainers.
A single track can use every single object and texture in the game. All tracks are build in the same (free roaming) 16 square kilometer game world (track can be long enough to visit every single location in the game world), and all tracks can use any combination of objects. We don't want to limit our users with tight texture memory budgets or limit the area where they could build their level. Virtual texturing provides pretty much infinite texture budget, and that's a great thing for a game filled with user created content.The whole game, sure.. I was thinking more along the lines of just the current track.
I think it'd make far more sense to cap the user created content and reduce the functionality and versatility of your gameplay in order to eliminate one or two seconds of texture pop-in when the level starts. People buy games chiefly to look at the sharp textures, not to enjoy the gameplay.A single track can use every single object and texture in the game. All tracks are build in the same (free roaming) 16 square kilometer game world (track can be long enough to visit every single location in the game world), and all tracks can use any combination of objects. We don't want to limit our users with tight texture memory budgets or limit the area where they could build their level. Virtual texturing provides pretty much infinite texture budget, and that's a great thing for a game filled with user created content.