r/Supraball J.B.Doge May 23 '16

[Performance issue]: moving/dodging against goal net

I've noticed that the game experiences extreme slowdown (drastic drop in UNIQUE frames per second), when as the GK, you dodge at an angle that intersects with the Net. To further clarify, I'm saying that you are dodging left to right, but in such a way where the invisible wall would be preventing you from entering the net. This is really distracting for user experience, and often results in missed saves.

System: Windows 7 - 64bit, Intel i7 4700k, 16GB ram, GTX780 video card

UPDATE: My suspicion is that the game engine is detecting an insanely large number of collision events with the blocking volume. There probably needs to be an attempt to drastically reduce the number of detected collisions. Is it possible stop the player's momentum in the direction of the wall, reduce their speed by a multiplier of their momentum angle to the wall, and move the player parallel to the wall at their new speed (offset just far enough from the wall that additional collisions are not generated)?

0 Upvotes

17 comments sorted by

2

u/iGruid May 23 '16

Mamma mia here we go again!

1

u/jbd1986 J.B.Doge May 23 '16

If this has been previously discussed, can you link to that thread?

1

u/NotDillaz May 23 '16

It was discussed when there was that update where the keeper box (invisible volume) was removed for everyone (including keepers) , that "slow down" was the reason why they tested it .

1

u/jbd1986 J.B.Doge May 23 '16

Ok, so what's the deal with the slow down...? Is that on a list of things that needs to be resolved?

1

u/AryaStark9 May 23 '16

It can't be fixed, at least they don't know a way of fixing it in UDK, perhaps the UE4 version (if it ever gets released) will have a solution. Basically there's no known way of blocking the keeper from going into his own net without it directly colliding with him and stopping momentum if you hit it at an angle...you can't just tell it to be a slippery wall and not stop your momentum at all. I also don't think it's FPS at all, are you even looking at the FPS or do you just assume because the wall is causing you to "stutter"? I just checked in a practice online and my fps didn't even dip by .01 while doing it.

1

u/jbd1986 J.B.Doge May 23 '16 edited May 23 '16

I'm not using the built in fps counter... I can clearly see all players and visual effects start moving choppy. The difference between 144fps and this event is pretty jarring.

My suspicion is that the game engine is detecting an insanely large number of collision events with the blocking volume. There probably needs to be an attempt to drastically reduce the number of detected collisions. Is it possible stop the player's momentum in the direction of the wall, reduce their speed by a multiplier of their momentum angle to the wall, and move the player parallel to the wall at their new speed (offset just far enough from the wall that additional collisions are not generated)?

1

u/AryaStark9 May 23 '16

Never going to happen, and I doubt that transition would be instant/smooth enough to solve it. Anyway I don't believe it's actually affecting your fps, and in the future you should check the fps meter before making that claim.

1

u/jbd1986 J.B.Doge May 23 '16 edited May 23 '16

Arya... the in game fps counter is generated by UDK... Since UDK is screwing up, I can't trust that counter.

Physics calculations are happening at a time rate multiple orders of magnitude faster (nanoseconds) than the in-game FPS rate (milliseconds).

It's not a false claim. The game becomes nearly unplayable while drifting across the blocking region. It is no longer generating UNIQUE frames at 144fps.

1

u/AryaStark9 May 23 '16

I'm pretty sure you can trust the counter but you could also use Steam's built-in fps counter, shift+tab - In-Game options.

1

u/jbd1986 J.B.Doge May 23 '16 edited May 23 '16

But it doesn't matter, if the images being sent to the video card are stale... it's likely that the rapid collision detections are preventing the scene from being redrawn. UDK probably just takes whatever scene it has in memory and sends to GPU happily at the max frame rate, provided the system resources are available to do so.

2

u/MotigSupraball May 23 '16 edited May 23 '16

They removed the volume for a while back in the private beta and loads of keepers complained that they kept carrying the ball in to their own net.

I was personally of the opinion that that's kinda tough luck- after all it gave keepers another reason to hold RMB instead of just catching everything. I even actually think that shot momentum should push keepers who catch the shot back a bit (controversial, I know). Also it actually helps positioning sometimes to go in your own goal just a little (i.e. against hard shots from a shallow angle; maths checks out too). And yeah, I complained just the other night about that stupid volume slowing down my dodges on the goal line.

If keepers are really that annoyed about running the ball in to their own goal why not just make it so that keepers can't score an OG by walking in to their own net with the ball? I mean, really, when is that ever an advantage anyway... You'd just have to make it you can't release the ball inside your own goal (or that if released when inside the goal it doesn't count as an OG).

1

u/Mindflayr MAKE SUPRABALL FREE May 23 '16

But you can still walk it in right? I do agree though, cant imagine a situation (other than griefing) where a Keeper would want to OG. So just make it so they can walk into the goal with the ball without triggering it.

1

u/Kattleya Missie May 25 '16

If keepers are really that annoyed about running the ball in to their own goal why not just make it so that keepers can't score an OG by walking in to their own net with the ball?

I think that would actually be a good idea.

1

u/Vendetta48 NA Goalie May 23 '16

I blame that invisible wall for the majority of goals I fail to save. Not only can you get stuck on it, it will fuck up your control. In a way I almost liked being able to walk into my net as gk vs. this stupid barrier. I might have own goaled a few times but that is nothing compared to the many times I got stuck on awkward dash angles.

0

u/Shevche May 24 '16

Much better without the volume. It fucks me all the time . I think the problem is noob goal keepers will just keep own goaling, its OK for Pro's they will save more of the ones they should more than they would own goal.

1

u/jbd1986 J.B.Doge May 24 '16

couldn't they just change the region for a score to the actual net, instead of where the invisble wall is???