Ask Me a Question: Loading Screens

By Shamus Posted Wednesday May 4, 2011

Filed under: Programming 169 comments

In Earlier this week asterismW asked:


I recently played Portal 2. Loved the game, but found the longâ€"and frequentâ€"loading screens irritating. In my mind, this should not be necessary for linear games. You are limited as to where you can go and what you can see, and you can only traverse the game in one direction. It seems like it would be easy to load an area, and once the player gets through it, have some sort of basic, dark corridor (or whatever) where not much is rendered. Then, while the player traverses the corridor, in the background the game can dump the last area and load the next one. Sure, the corridor will be boring, but surely it's better than staring at an immersion-killing loading screen. So, why is this not possible?

Portal 2

This is a subject near and dear to my heart, mostly because streaming content in an FPS is closely related to procedural content in an FPS. That is, they have many of the same obstacles. But sticking to streaming content, asterismW is right that this is totally possible. It’s just hard.

Here is the production pipeline for most first-person games:

Continue reading ⟩⟩ “Ask Me a Question: Loading Screens”

 


 

Spoiler Warning: Excusifications

By Shamus Posted Tuesday May 3, 2011

Filed under: Spoiler Warning 62 comments

So…

Spoiler Warning didn’t go well this week. We spent a lot of time spinning our wheels and milling about. I don’t want to talk too much about how things went wrong, lest I spoil the stuff Josh is planning to do, but at the end of our session there was just a lot of wasted time. Plus, an episode ran way overlong because nobody was watching the clock, which is the ONE SIMPLE TASK we give to RUTSKARN! And me.

In the end, it wasn’t entertaining to watch. Sort of like those late episodes of BioShock where nothing interesting was happening and we were out of things to say.

In the end, we decided to ditch the episodes and we’re going to re-record them. I’d rather be late than uninteresting. A late episode means we miss out this week, but a bad block of episodes will stay with us forever.

BUT!

Here is Rutskarn and Jibar playing Saint’s Row 2. It’s not Spoiler Warning, but it’s a YouTube video where people talk, which is pretty much the same thing.


Link (YouTube)

 


 

Stolen Pixels #256: The E-Pology

By Shamus Posted Tuesday May 3, 2011

Filed under: Column 46 comments

Yesterday morning I turned in today’s comic. I’d written a little blurb about how Sony seems to be doing better. As soon as I hit “send”, I jumped over to read the news. The first story I found was this one:

Hackers Also Hit Sony Online, Stole 12,700 Credit Cards

Sony Online has been hacked, and now their online games are down. Amazing. This is distinct from the Playstation Network, which is also still down. I do wonder about this second intrusion. It took place in the middle of April, but they didn’t find out about it until recently. They most likely found out about it while auditing their own systems in response to the PSN hack. If not for the PSN hack, I wonder if they would have noticed it at all.

 


 

Hashing

By Shamus Posted Tuesday May 3, 2011

Filed under: Programming 128 comments

splash_lock.jpg

So, Sony Online was hacked. Again. The data stolen includes: Name, address (city, state, zip, country), email address, gender, birthdate, phone number, login name and hashed password. So the passwords were hashed, which indicates they aren’t completely incompetent.

Here is what hashing means:

Continue reading ⟩⟩ “Hashing”

 


 

Chips

By Shamus Posted Monday May 2, 2011

Filed under: Random 158 comments

splash_motherboard.jpg

I’ve brought up the story of the crippled Intel processor a few times now. I brought it up in my recent post on the Portal 2 DLC and managed to thread-jack my own topic. So, I scored an own goal with that one. Nice.

If you missed it, here is the setup: Continue reading ⟩⟩ “Chips”

 


 

Experienced Points: DLC, Again

By Shamus Posted Sunday May 1, 2011

Filed under: Column 147 comments

Last week I said the Portal 2 protesters made no sense and had nothing to say, but since then a few people have articulated thoughtful objections to the day-1 DLC. (I still maintain that the review-bomb was like firebombing a McDonald’s for overpriced coffee while there’s a perfectly good Starbucks right across the street.) But here is my response to the people who genuinely object to day-1 DLC. This is my longest column to date, and is the first time my column went over 1,500 words. I could probably have trimmed it down. (For the record, my window is between 750 and 1,500, which is actually very generous. I know a lot of freelancers working in print would LOVE to have that kind of latitude. Ah, the joys of working on the web-o-tron.)

Of course, the same day the column went up, there came news that Valve is giving away free Portal 2 DLC later this summer. No news on it yet, but my guess is that they’re going to try and come up with some sort of activity to keep multiplayer Portal 2 active. The entire premise of their hat store depends on it. I’m sure they’re looking to re-create the money mill that is the Team Fortress 2 store. You’re more likely to buy a hat if the game keeps you coming back. You’re also more likely to buy one if you see them on other people. They just need to give players something to do to make Portal 2 multiplayer an ongoing concern.

If it was my job, I’d be looking for some sort of co-op gameplay that didn’t depend on a constant flow of new test chambers. Not fighting zombies, mind you, but something self-sustaining along those lines, where people can experience the same environments again and again without getting bored. You can only solve a puzzle one (or twice, if your memory is as bad as mine) so the focus would need to move from puzzles to something else. Combat. Strategy.

Actually, if it was my job I’d go about trying to make procedural test chambers. It might be impossible, but I think it’s far less impossible than most people would expect.

 


 

Spoiler Warning S5E12: Where Dreams go to DIE

By Shamus Posted Friday Apr 29, 2011

Filed under: Spoiler Warning 172 comments


Link (YouTube)

Here we are, about four hours into the game and we’ve hit Mr. House already. I know we give Josh a lot of crap for doing all of the rummage sale stuff, but we’re actually moving through this game at a good pace.

Just think, if we had done the Manny Vargas quest and gone to REPCON, we would STILL BE THERE.

Thinking more about the way the strip is set up, I’m not sure why they decided to wall it off like that. Freeside is much larger than either half of the strip, and I suspect you could fit the whole strip into memory with some careful planning.

The problem is that in situations like this, you’re up against a lot of different budgets:

  • Maximum amount of animated characters you can handle at once, because it will clog the CPU.
  • Maximum amount of texture* data, over which the graphics card will be full and then everything slows to a standstill.
  • Maximum amount of general 3d stuff and scenery you can have on hand before collision detection and physics start to bog down.
  • Maximum amount of stuff you want to try to pull off a DVD (remember the game might be played on a console) at once without the load times becoming torturous.
  • Maximum amount of stuff you want in-view, because rendering more will cause tangible and abrupt framerate drops.

I can’t say for sure that Obsidian was well and truly up against one or more of those limits when they made the strip, but in comparing the strip to the rest of the game, and comparing this game to what other Xbox 360 titles have accomplished, it does seem like it should have been do-able. Personally, I would have been glad to give up a bit of texture resolution or a couple of nameless NPC’s if we could have been rid of that damned wall cutting the strip in half.

* Bethesda was always bad about texture sizes. 256×256 it a very small texture by today’s standards. 4096×4096 is gigantic, and should only be used for large objects where the player will be able to get very close. (A texture that size will eat 64 megabytes of graphics memory, all by itself.) Texture sizes go in powers of 2: 256, 512, 1024, 2048, 4096, 8192, etc. In Oblivion, there were all sorts of cases where a large texture (I forget what “large” was back then) would be used on a small clutter object or on some bit of scenery that was normally only viewed at a distance. I don’t know if Obsidian continued this trend.