Star Trek Online plans to improve performance with more elegant math

    
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Star Trek Online plans to improve performance with more elegant math
If you aren’t super interested in reading detailed technical breakdowns of changes to game clients, you can just accept that Star Trek Online‘s developers are working to make the game perform better under stress. That’s enough. If you would like to read up on the details, though, there’s a lengthy post available on Reddit that breaks down exactly why the game has been having some performance issues. Simply put, the modifiers applied by skills, abilities, and so forth are starting to reach the point of slowing down the game… all due to an inelegant method of coding.

When an ability buffs all damage dealt by a player, the game is coded to actually provide a series of 16 different modifiers to the player, each of which increases damage of a specific type by an appropriate amount. If the ability stacks, each stack applies all of those modifications separately. The result was that the game’s processes for identifying and processing stat modifications were getting overloaded, and the team is going to roll out a new setup to group these modifications together, which should reduce load, improve performance, and be totally invisible to players. Except, of course, for players who have read about it.

Source: Reddit; thanks to ThatLantestGuy for the tip!

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alexhurlbut
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alexhurlbut

Hravik johnmynard Janio2 TheDonDude Yet they did had to do it in less time than is normal for game development. It’s a miracle they got something that was barely workable at launch.

Hravik
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Hravik

johnmynard Janio2 TheDonDude Perpetual had nothing outside of some concept art, and a few textures.  No engine, no models, no nothing,  Everything STO did was built on their own in house engine.

dwhisper
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dwhisper

Has anyone made a joke about how the new math will eventually be announced as a lockbox award? Cause I’d like to be the first (even though I have no real issue with the boxes).

McGuffn
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McGuffn

schlag sweetleaf Janio2 TheDonDude It amazes me how much of the future star trek either got right or how much the future patterns itself off of star trek. Those once ubiquitous multicolored floppy disks but one example.

johnmynard
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johnmynard

Janio2 TheDonDude It’s entirely possible they didn’t.  Since it’s apparently only become an issue recently.  Code like that would’ve been written in…2008 or 2009, probably, which means it’s probably from way back when Perpetuum was doing the coding.  You have to remember, the STO that we have, while largely being Cryptic’s baby, was based on what Perpetuum had done previously because they had to cobble together something in slightly over a year after it came to them.  They didn’t have time to do deep code analysis or rewrites.

schlag sweetleaf
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schlag sweetleaf

Janio2 TheDonDude

Janio2
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Janio2

TheDonDude and Flow-charts.
Also its we found a bug that hogs resource. 

I like WTF you found it now and did they not know it burned so much Cycles.

digi_owl
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digi_owl

I do wonder how many games have this problem. Iirc, GW2’s buff system determines the population size of their instances.

pcgneurotic
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pcgneurotic

Awesome!

TheDonDude
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TheDonDude

Technobabble.

Figures.