PC Community Concerns
#6501
Posté 10 décembre 2014 - 02:01
#6502
Posté 10 décembre 2014 - 02:12
Using the same controls just may not be possible. Zooming out to a fixed camera height in DAO was easy because level design was always flat and contained. DAI's level design is a lot more open, with varied terrain height and shapes.
what? camera zoom is defined by a level design? at worst you get lower fps, if there isn't any algorithm that lowers texture quality/details while zooming out. camera should either use controlled char coordinates as point of reference or be snapped to a localized (within area around controlled char) average height point - max height shouldn't be a problem unless they've bound it to global point of origin. that would be stupid. i have no idea about game developement, that's just common sense.
i can understand the problem with jumping over obstacles in click-to-move mode. but that's entirely different thing.
#6503
Posté 10 décembre 2014 - 02:29
Unfortunately, the patch has made my hair textures (even on ultra) unreasonably shiny, and the facial textures worse than they were--and hitching and stopping FPS, which was not previously a problem for me... now unplayable. Sigh. Time to go to bed, for me, I think. I'll try a rollback in the a.m.
Does it need to be said? 3 week wait then a patch that breaks stuff that wasn't broken before?
Maaaan, I'm getting too old for this shyte....
- Radko et AlyssaFaden aiment ceci
#6504
Posté 10 décembre 2014 - 02:31
Is it possible to test the hotfix, just to see if your system will let you make the modifications at all, and *then* install the patch? I've been avoiding the patch by going offline and I can remember at least one time when I tried to implement a hotfix like that on a game and my computer said "invalid path" or something like that.
#6505
Posté 10 décembre 2014 - 02:37
Overall, this patch is good, and the bad parts are easily fixed.
However, I am noticing now that my GPU runs hotter. The fans kick into high gear almost immediately after the game, whereas before it took 20 minutes to accumulate that much heat
#6506
Posté 10 décembre 2014 - 02:57
I would argue that Inquisition's tactical view is superior to the one in Origins. We have vastly more camera control in this game.
It's true that you can pitch and swivel the tactical camera in Inquisition in a way that you could not in Origin, but the only reason we do that is to make the best of a camera that is lousy at doing its actual job - giving you a tactical overview of the battlefield. All the pitching and swiveling in the world doesn't make up for the fact that I simply cannot see my entire party and the enemies if they are even a little bit separated, and it certainly doesn't excuse the ridiculous collision detection that the camera cursor experiences.
#6507
Posté 10 décembre 2014 - 02:59
Origin doesn't swap to offline mode like Steam does.
Strange, it does for me.
#6508
Posté 10 décembre 2014 - 03:05
It's true that you can pitch and swivel the tactical camera in Inquisition in a way that you could not in Origin, but the only reason we do that is to make the best of a camera that is lousy at doing its actual job - giving you a tactical overview of the battlefield. All the pitching and swiveling in the world doesn't make up for the fact that I simply cannot see my entire party and the enemies if they are even a little bit separated, and it certainly doesn't excuse the ridiculous collision detection that the camera cursor experiences.
It depends on what you want the camera to do. The problem in my view is the controls and not the zoom.
#6509
Posté 10 décembre 2014 - 03:17
what? camera zoom is defined by a level design? at worst you get lower fps, if there isn't any algorithm that lowers texture quality/details while zooming out. camera should either use controlled char coordinates as point of reference or be snapped to a localized (within area around controlled char) average height point - max height shouldn't be a problem unless they've bound it to global point of origin. that would be stupid. i have no idea about game developement, that's just common sense.
i can understand the problem with jumping over obstacles in click-to-move mode. but that's entirely different thing.
The level design in Origins was clearly done with the tactical camera in mind. Mostly flat spaces, and every indoor area was built so that its roof would pop off when you zoomed out. And it worked really well, I think most of us would agree and fondly remember.
In Inquisition, they went for a lot more verticality in the level design. Sure, out in the open a zoomed out camera makes sense and looks good (as demonstrated by that one cheatengine mod). But in interiors like caves and buildings, zooming out too far will clip the camera through the ceiling and just overall look horrible and not of the quality that we would expect.
Ultimately I think this is just the result when you try to combine the old-school tactical rpg style with the modern look of open-world style. You have to compromise on either level design or camera usability, but it looks like you can't have both (barring some great innovation). Personally I wish they had compromised a little more on the level design, because I've always felt that gameplay trumps all, and being able to see the battlefield is a big part of that.
- Noelemahc et BammBamm aiment ceci
#6510
Posté 10 décembre 2014 - 03:21
The level design in Origins was clearly done with the tactical camera in mind. Mostly flat spaces, and every indoor area was built so that its roof would pop off when you zoomed out. And it worked really well, I think most of us would agree and fondly remember.
In Inquisition, they went for a lot more verticality in the level design. Sure, out in the open a zoomed out camera makes sense and looks good (as demonstrated by that one cheatengine mod). But in interiors like caves and buildings, zooming out too far will clip the camera through the ceiling and just overall look horrible and not of the quality that we would expect.
True.
But I'd settle for a camera and zoom that is at least useful in open areas, and goes up to the ceiling in dungeons.
This way, it's useless everywhere.
#6511
Posté 10 décembre 2014 - 03:22
Ultimately I think this is just the result when you try to combine the old-school tactical rpg style with the modern look of open-world style. You have to compromise on either level design or camera usability, but it looks like you can't have both (barring some great innovation). Personally I wish they had compromised a little more on the level design, because I've always felt that gameplay trumps all, and being able to see the battlefield is a big part of that.
No, this is the result when you use an engine not suitable for a tactical RPG, and then fail to spend the perhaps incredible time and resources to modify it accordingly.
You can create an open world engine that would hide the tops of ceilings etc. that obscure the camera's view of the action.
But in the end, DA:I was not built around being a tactical RPG. It was built around being a controller based Action RPG. And I don't think they have any intention of ever focusing on tactics and strategy as we saw in DA:O again.
Which is a shame, because if they ever get the Tactical RPG working they could really own more than one sub genre in the RPG space.
DA:I should have been a spinoff where you controlled a single character in a third person action rpg role, like Shadows of Mordor , Kingdoms of Amalur, or The Witcher. That's what the engine and combat seems to be designed for.
- Erebusd13 et Noelemahc aiment ceci
#6512
Posté 10 décembre 2014 - 03:25
Ultimately I think this is just the result when you try to combine the old-school tactical rpg style with the modern look of open-world style. You have to compromise on either level design or camera usability, but it looks like you can't have both (barring some great innovation). Personally I wish they had compromised a little more on the level design, because I've always felt that gameplay trumps all, and being able to see the battlefield is a big part of that.
Could you mean *gasp* a FLOATING FREE CAMERA?! The exact thing an FPS engine like Frostbite would easily handle?
I'd like to try out the shiny hair fox but my Internet is down. Origin doesn't swap to offline mode like Steam does.
Quit Origin altogether, launch the game through the desktop shortcut. It will launch offlinely. This works for most Origin-dependant games, FYI.
- Gel214th, UziBeatle et JPR1964 aiment ceci
#6513
Posté 10 décembre 2014 - 03:37
I just did, a few posts up.
Thanks! I have not noticed. Well, if no performance decrease had been noticed, I think I might try it. I'll have to anyway (sooner or later).
Also, am I guessing it right that this 'fix' setting can be placed in a 'user.cfg'? I'm using it anyway, and it makes more sense to put a config string right there, but I'm not sure whether it will override the broken in-game setting or not.
#6514
Posté 10 décembre 2014 - 03:40
so basically my whole game is fucked after patch 2.
All my graphics settings are set to low no matter what I change it to, I can't even change Ambient occlusion, it just says none. The game looks horrible now, like some ps2 game. O ya btw, nothing has changed with pc controls.
I have the shiny hair issue as well and the origin fix doesn't work
Specs:
core i7 4770k
gtx 780
8gb ram
win 8.1 64 bit
Do these guys even test the game or what? Expect the hotfix next month. I am done with you bioware.
#6515
Posté 10 décembre 2014 - 03:40
Origin doesn't swap to offline mode like Steam does.
Why not? It actually does. That's how I had been playing since the patch release. In 'offline' it does not say that I have to update my game.
- Lady Luminous aime ceci
#6516
Guest_Puddi III_*
Posté 10 décembre 2014 - 04:15
Guest_Puddi III_*
Something that barely gets mentioned re: PC controls -- controller support. Apparently on consoles, pressing left-D-pad brings up the map. Controllers on PC don't have this button binding. I fail to see why they shouldn't.
Regarding KB&M ease of use, still my number one utility fix would be to let your character loot from afar -- not telekinetically, but having a click cause your character to move to the loot and open the loot menu, assuming the terrain permits it without jumping etc.
The other huge ease of use thing non-platform-specific was having the sonar pings show up on the minimap, so kudos to the devs for including that in the patch. Oh gawd that makes me so happy. No more spinning around and pixel hunting for the glowing yellow outline amidst freaking sand dunes, ugggggh. This should have been there at release.
The tac cam is mostly functional for the things it needs to do, but it just feels like I need to fight with it too much to make it do what I want. Mainly the camera's problems with terrain need to be addressed, though how to do so is a good question. Maybe have a reticule 'ascend' button (eg middle mouse button, and maybe the right stick button?), that you can hold down as long as you want while also moving the reticule horizontally, after which the reticule falls to rest on the platform you need it to be. That wouldn't be so dramatic a change to the camera control as some of the other ideas here like a free floating camera, and I think it would play better with controls across inputs than a reticule that goes beneath terrain altogether.
- Kipperdee et Noelemahc aiment ceci
#6517
Posté 10 décembre 2014 - 04:20
Just wanted to thank the community for all the tips and advice to getting the game to run stable! Between the Visual Studio install, the Patch, the Shader fix and the Cinematics fix I've finally gotten it to run smooth and stable. ![]()
- RifuloftheWest aime ceci
#6519
Posté 10 décembre 2014 - 04:37
The level design in Origins was clearly done with the tactical camera in mind. Mostly flat spaces, and every indoor area was built so that its roof would pop off when you zoomed out. And it worked really well, I think most of us would agree and fondly remember.
In Inquisition, they went for a lot more verticality in the level design. Sure, out in the open a zoomed out camera makes sense and looks good (as demonstrated by that one cheatengine mod). But in interiors like caves and buildings, zooming out too far will clip the camera through the ceiling and just overall look horrible and not of the quality that we would expect.
Ultimately I think this is just the result when you try to combine the old-school tactical rpg style with the modern look of open-world style. You have to compromise on either level design or camera usability, but it looks like you can't have both (barring some great innovation). Personally I wish they had compromised a little more on the level design, because I've always felt that gameplay trumps all, and being able to see the battlefield is a big part of that.
There's no reason they couldn't hide terrain/buildings/trees which obstruct the view in DA:I... It's pretty basic 3D programming to detect obstruction (does a ray from camera to battle area intersect obstacles) and then not render it or render it with some translucency (you'd want that for trees, removing them completely would be jarring).
It's sort of occlusion culling in reverse, not difficult.
#6520
Posté 10 décembre 2014 - 04:38
Between the Visual Studio install, the Patch, the Shader fix and the Cinematics fix I've finally gotten it to run smooth and stable.
Someone should compile these fixes into a separate thread. I haven't seen them.
#6521
Posté 10 décembre 2014 - 04:43
This entire thread is a perfect demonstration of how silly it is to make a game non-moddable.
Couldn't agree more. Doing an RPG this massive on PC and without modding tools is nuts. You'll have to wait for months on end until they eventually get to patch something and get crumbs of whatever paid DLC they throw at you. As a consumer I'm very unsatisfied as there's no mitigation from this poorly ported game.
Pre-purchase with BioWare NEVER AGAIN.
- UziBeatle aime ceci
#6522
Posté 10 décembre 2014 - 04:44
Someone should compile these fixes into a separate thread. I haven't seen them.
Yeah, the fixes seem to be a bit scattered at the moment. A bit in this thread, a bit here: http://forum.bioware...the-pc-version/and a bit here: http://segmentnext.c...zes-save-fixes/
#6523
Posté 10 décembre 2014 - 04:53
One other fix request I'd like to add to the chorus - Can you make it so that in full-screen mode you cannot move your cursor over to your 2nd monitor (if you have a multi-monitor setup)? I can't tell you how many times in the middle of frantic combat I've accidentally clicked on my 2nd monitor, which... does bad things.
- Noelemahc aime ceci
#6524
Posté 10 décembre 2014 - 05:01
Anyone have there Ambient occlusions setting set to none always? I can't seem to change it.
Also is there any way to apply good AA without the performance hit in the game on nvidia hardware? The post AA blurs the game, there is less jaggies but it causes blurrier textures, regular aa hits performance hard even with 2x.
#6525
Posté 10 décembre 2014 - 05:16
Big thanks of the patch ! Now I can start my game. I can pass the start menu.




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