NEWS: X Rebirth 1.25 and News Update

General discussions about X Rebirth.

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RedEclipse
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Post by RedEclipse »

Spikeles wrote:
Bernd wrote:The goal is simply to be able to type something to filter for it in a menu like the trade menu. A little text entry line at the top of the menu which you select, type and confirm.
Don't throw away years of advances in UI development, we(well, me at least) want results as you type!
This uses quite some cpu ressource (at least in C# interfaces) since basically each time you press a key and wait 200ms you need to filter new stuff.
I made that feat for a software written for my sister to find her clients faster in her client database.
Maybe it's easier for fixed list of things to search but when you'll have 1000 kept offers using small talk rewards that will lag big times (imho).

Okay, I made RT vocalisation for the things she searched but... (John = Jon = Jonh => find all these guys)
"AaaAaaAah ! They're everywhere...", Jane Doe, Freedom Force.
ragamer
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Post by ragamer »

This uses quite some cpu ressource (at least in C# interfaces) since basically each time you press a key and wait 200ms you need to filter new stuff.
Not as much if the list is maintained as an ordered one by the field you want to use as filter (In this case name... Would be alphabetically ordered), the 1st token (in this case a letter) will be the slowest search (If it's smartly programmed altering the direction the list is traversed based on the initial token it will cut down this "initial acquisition" even further), further concurrent tokens (ie more letters) searches will operate in a much reduced set of subentries.
tijcker
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Post by tijcker »

Nice to finally get some news updates from the guys at Egosoft.

First time we've heard from Bernd since the release. Thought something bad had happened to him.

Great patch, hopefully more to come.
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RedEclipse
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Post by RedEclipse »

ragamer wrote:
This uses quite some cpu ressource (at least in C# interfaces) since basically each time you press a key and wait 200ms you need to filter new stuff.
Not as much if the list is maintained as an ordered one by the field you want to use as filter (In this case name... Would be alphabetically ordered), the 1st token (in this case a letter) will be the slowest search (If it's smartly programmed altering the direction the list is traversed based on the initial token it will cut down this "initial acquisition" even further), further concurrent tokens (ie more letters) searches will operate in a much reduced set of subentries.
Since the number of good you seek is finished, you can use an index, this is even faster (unlike my names where my index was the vocalisation and uses more CPU to construct).
Even if they put sector names and station names in it, this is fast, for short list, because the list is finite.

Actually the long CPU time here was not to transform JhoHHoooohnn" in "JON " nor was the cycling 1000 "JON " names part to filter.
It is the clear/redraw for each keypress that is long.

Look to X:R menus, between each page there's "lag". You would see that kind of "lag" between each keypress.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Eldgrim wrote:The campaign started to teach you the game but only scratched the surface of said mechanic.
Have to agree 100% with this despite not being a casual player. ;)

Most of it is discoverable with time and patience though (the way I discovered most of the features).
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DaddyMonster
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Post by DaddyMonster »

Interesting the priority moving to 64 bit has been given. I wonder if they've drawn the conclusion that that's what's behind poor fps rates.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

DaddyMonster wrote:Interesting the priority moving to 64 bit has been given. I wonder if they've drawn the conclusion that that's what's behind poor fps rates.
If I were to guess, it is probably down to resource management issues causing stability problems. A comparable change was done to X3:R/X3:TC with the adoption of the LAA flag.

I certainly do not think the 64-bit move is likely to improve performance that much.
Lenna (aka [SRK] The_Rabbit)

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DaddyMonster
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Post by DaddyMonster »

Well, probably. I'm just a bit a bit baffled as to the fact that it's taking this long to get on top of the high end machine/low fps issue. I guess there's something in the engine that's gpu inefficient and hard to remedy.
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yoyolll
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Post by yoyolll »

DaddyMonster wrote:Well, probably. I'm just a bit a bit baffled as to the fact that it's taking this long to get on top of the high end machine/low fps issue. I guess there's something in the engine that's gpu inefficient and hard to remedy.
Probably, and same for the CPU. People with specs higher than the recommended who are having FPS issues are noticing that their CPU and GPU never approach 100% load.
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Captain Lemmiwinks
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Post by Captain Lemmiwinks »

yoyolll wrote:
DaddyMonster wrote:Well, probably. I'm just a bit a bit baffled as to the fact that it's taking this long to get on top of the high end machine/low fps issue. I guess there's something in the engine that's gpu inefficient and hard to remedy.
Probably, and same for the CPU. People with specs higher than the recommended who are having FPS issues are noticing that their CPU and GPU never approach 100% load.
thats because theres nothing in there to tax the gpu or cpu to 100%

kinda like using a ships anchor to hold a cockroach in place :lol:
Earth ultimatum IV. wrote: And also I spent some time playing the *cough* non-steam *cough* version, as shipment of X Rebirth retail boxes arrived late in my country but I wanted to play it ASAP :)
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Trialbyfire
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Post by Trialbyfire »

I didn't notice anything about fixing the collision avoidance (ships bumping into things and each other) and pathing (lack of). Have they given up on getting those pretty basic things to work?
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khartsh
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Post by khartsh »

Trialbyfire wrote:I didn't notice anything about fixing the collision avoidance (ships bumping into things and each other) and pathing (lack of). Have they given up on getting those pretty basic things to work?
My concern is that a lot of the near future content additions are going to be rip offs of the modding community work that has already done some of the same things.

The problem with this is that Egosoft developers then don't have the first hand knowledge of what went into fixing any of it and the cycle of relying on customers to fix the game begins again.
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Post by Larxyz »

My concern is that a lot of the near future content additions are going to be rip offs of the modding community work that has already done some of the same things.

The problem with this is that Egosoft developers then don't have the first hand knowledge of what went into fixing any of it and the cycle of relying on customers to fix the game begins again.
uhm not to be a spoilsport or anything, but isnt that allready the case?
After 7 years of development?
there is still a large parts missing?
ty
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Santi
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Post by Santi »

It is telling that one of the things with top priority is the Steam Workshop integration, I do not know where modders prefer to release their creations, but from a player point of view, Workshop is dam handy.
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veelad
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Post by veelad »

khartsh wrote:
My concern is that a lot of the near future content additions are going to be rip offs of the modding community work that has already done some of the same things.

The problem with this is that Egosoft developers then don't have the first hand knowledge of what went into fixing any of it and the cycle of relying on customers to fix the game begins again.
In the past, any mod had to be submitted to egosoft for testing and the devs made sure they worked correctly, and I believe they would only sign off on a mod addition to the game after extensive testing, I recall reading many more mods were rejected than accepted for inclusion into the game.

I think it will be no different for XR and before they even think of using mods, they will be concentrating on fixing and improving the game first

I don't believe they "rip off" mods from the modding community, last time they asked for submissions from the modders.
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Cisor
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Post by Cisor »

veelad wrote:khartsh wrote:
My concern is that a lot of the near future content additions are going to be rip offs of the modding community work that has already done some of the same things.

The problem with this is that Egosoft developers then don't have the first hand knowledge of what went into fixing any of it and the cycle of relying on customers to fix the game begins again.
In the past, any mod had to be submitted to egosoft for testing and the devs made sure they worked correctly, and I believe they would only sign off on a mod addition to the game after extensive testing, I recall reading many more mods were rejected than accepted for inclusion into the game.

I think it will be no different for XR and before they even think of using mods, they will be concentrating on fixing and improving the game first

I don't believe they "rip off" mods from the modding community, last time they asked for submissions from the modders.
Only mods under consideration for the bonus packs were code checked by Egosoft. There is/was no approval process for the rest.

Also, Egosoft has long taken the best ideas from the modding community and included those in their own releases. For instance, the whole concept of boarding came from the XTM mod, and I'm sure Egosoft gave credit where it was due. To my mind the collaboration between Egosoft and the modding community is the major strength of the series.
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