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Pawel.pc44

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Posts posted by Pawel.pc44

  1. I don't remember if it explained exactly how things worked before the Wheel, but here's how I understood it:

     

    If the reincarnation cycle was created by the Engwithans, then there were no souls being reborn.  You'd be born once, die, and move into the Beyond, where you'd remain for eternity- much like we heard would happen if the Wheel is destroyed.  This would also imply that even births were finite before the Wheel- eventually, there would be no new souls to be born, and kith would simply die out.  The Wheel allows for used souls to be recycled, draining a little bit for the gods in the process.  This effectively turns them from a finite resource into a nearly infinite one.

     

    And lastly the ending suggests that somebody (animancers) can later fix the Wheel. What. The. Ef. What was the point of breaking it (and the whole plot of the game) in the first place then?

     

    Fixing the Wheel is actually the core of Eothas's plan.  It's a test for the kith- they're meant to find a solution to the Wheel's destruction, and in the process they'll grow beyond the need for the gods.  It also gives them an opportunity to stop powering the gods leaving them out of the new Wheel, if the kith don't want to continue serving them after learning the truth about their creation.

     

    This makes no sense at all. If 'gods' and reincarnation were created by Engwithans, who created souls and everything else?

  2. Used the Gaun's share fail, then latter unequipped it, but the "gaun's share special effects" icon remains next to my character's potrait.

     

    Same here, but it appeared on two characters who didn't have this weapon equipped. They also have this in their active status effect. It seems problems with active effects are endless here..

     

    http://zapodaj.net/25d6146a9f601.jpg.html

  3.  

    With this being unfixed game is hardly playable:

     

    http://forums.obsidian.net/topic/72596-hirelings-currently-unpaid/

    I do not understand how "Currently unpaid" actually affects the game in any way except to be a bit confusing at first.  

     

     

    They turn hostile, aren't they? Furthermore, I've experienced another bug with hirelings. When stronghold was under attack and I chose manual fight my Ogre hireling from quest was.. duplicated (!!!) and he (they) was doing nothing. Sadly, I don't have this save game anymore. I didn't check 1.06, yet.

  4.  

     

     

    Nice try but wrong, looking at frame rates does not tell you anything about the engine because you do not see the code in a profiler to see where the bottle necks are.  There are ways to control your memory footprint and other things if you know what you are doing, people do it all the time on mobile devices. 

     

    Have you developed any native engines?  I have, many times over the past 30 years as a developer.

     

    It's incredible how arrogant you are. You don't need to be able to write code to observe how **** an engine performs, especially when you have other engines to compare it to.

     

     

    I have already explained IN DETAIL, go read it.  I am not arrogant, I just have a low tolerence for people who make statements without having any knowledge about software development.  I am done with you, come back when you have a clue.

     

    Edit:  I finally found out how to ignore this kid.

     

     

    You're missing one obvious point: Obsidian devs aren't noobs who don't know how to optimize a game. They have many good games on their account already. For example Fallout: New Vegas ran better than "fall_oblivion_out 3" on my old PC. :biggrin:

  5. Sounds good to me, I look forward to finally play PoE, I hear when the bugs are out of the way it's a great time. Seemed so when I played a little bit before bugs shut me down.

     

    Same here. With current bugs the game is unplayable for me.

  6.  

     

    Could you point us to a PC game which is using the Unity engine and works well? PoE sucks, Wasteland 2 sucks. It seems there are no problems with Unreal, Quake, Crytek or Serious Engine. Do you really think developers can mess Unity so much it works like that? I'm not saying you're mistaken, but maybe there's something wrong with this engine? Maybe it's harder to make optimized game with it?

     

     

    PoE works fine, even maxed out on my gaming laptop, perhaps your computer is the issue?   Until you are able to see the code, you are just blowing smoke.  Unity has MANY successful games, it has for many years,  how about you post some reliable counter?

     

     

    My PC is fine. I can run FarCry 3 on highest details. My frame drops aren't graphic related. Game slows down for a moment after entering new location or loading a save game. It's cache issue I think. You didn't answer my question.

  7.  

     

     

    C and C++ are middle level languages, so comparing them to bloat like c# and java is a huge mistake. The 'fastest' game engines were made in C++. When comes to directx I wouldn't call it fast. It's just popular.

     

     

    Wrong, the fastest games were writtten in Assembly language and eventually C, then C++.  C# and Java are higher level languages, but they are perfectly capable of producing very fast games, it all depends on the skill and knowledge of the developer!   And regarding DirectX, it is as fast as possible to write to a graphics card without creating your own device drivers!  Do you know how DirectX functions under the hood?  I do!

     

     

    Which ones were written in assembly language? I hope you're not talking about pre 95' engines? I'm dying to see fast engine made by c# or java (or any other application). It doesn't only depend of the skills and knowledge, but garbage collector, JIT and other language related factors. A perfect c/c++ game engine will be much better (and faster) than perfect c#/java engine. The later have larger memory footprint and memory allocation is much faster in C/C++. nVidia claims Linux can achieve 300% more performance in OpenGL than Windows with dx. They were probably thinking about upcoming Vulcan (the new OpenGL, but not  exactly). It will give much more power to developers. It will be even possible to control graphic card directly from the engine level;.

  8.  

    Engines are not just about the end-user's experience, it is also for the actual development of a game.  They are expensive to create and maintain, which is why Unreal, Cry Engine, and Unity are popular:  They take away the time and expense needed to make an engine from scratch.  Saying things like "It runs fast on the user's computer", misses important aspects like: "How long does it take to customize?",  "Can it import asset X?",  "How much skill is needed to use it?", "Is the asset store fair and diverse?" and so on.

     

     

    Exactly right, and with deadlines being what they are today, developers do not write as much custom engine code as they used to.  Hell, back when I started developing (8 bit computers) we packed a big punch into games by using assembly language, people do not use asm today, they rely on high level languages like C/C++/Java/C# and high level SDK's such as DirectX to access the hardware for them.

     

    C and C++ are middle level languages, so comparing them to bloat like c# and java is a huge mistake. The 'fastest' game engines were made in C++. When comes to directx I wouldn't call it fast. It's just popular.

  9.  

     

    So you seem to know a lot about Unity, how many times have you developed anything for it?...

    You don't need to be a developer to know what framerate you're seeing from a game, or how much system/GPU memory it is taking. And there are several examples of Unity games showing significantly higher memory utilisation and poorer performance compared to those using "native" engines, such as Legends of Aethereus or Dreamfall Chapters.

     

    Based on Unity output logs I've received following a crash, Legends of Aethereus had 240MB allocated yet ended up using 2GB. Dreamfall Chapters reported 800-900MB allocated when it took up 2.8GB. Not (yet) seen Pillars use more than 1.6GB, but this is a spectacular amount of memory compared to what Temple of Elemental Evil or Divine Divinity/Beyond Divinity needed for their graphics.

     

    Nice try but wrong, looking at frame rates does not tell you anything about the engine because you do not see the code in a profiler to see where the bottle necks are.  There are ways to control your memory footprint and other things if you know what you are doing, people do it all the time on mobile devices. 

     

    Have you developed any native engines?  I have, many times over the past 30 years as a developer.

     

     

    Could you point us to a PC game which is using the Unity engine and works well? PoE sucks, Wasteland 2 sucks. It seems there are no problems with Unreal, Quake, Crytek or Serious Engine. Do you really think developers can mess Unity so much it works like that? I'm not saying you're mistaken, but maybe there's something wrong with this engine? Maybe it's harder to make optimized game with it?

    • Like 2
  10. The people who complain are those who compare this to Baldur's Gate 2 and expected it to be just like that game, as far as I can see. There are many "problems" with the game that can actually be translated to "something is different".

     

    If you weren't a hardcore fan of BG2 when it came out, you'll likely enjoy this game very much. It's certainly worth its price.

     

    And if you'll allow me to address some of your points:

    - The story is better than that of BG2

    - The classes are diverse and interesting and comparatively balanced which is a good thing

    - The characters are more realistic than the ones from BG2 and I like them very much

    - The writing is very good

    - The system is fun and rewarding

     

    All in all, the reception of the game was very positive. Even the people who complain about the game mostly do say that they overall enjoyed the experience. 

     

    This. Furthermore, PoE system is much better than AD&D which was really boring and shallow.  BG2 was too much simplified and linear. Maybe if there were no Fallout and Fallout 2 I would like it. Fallout 2 is still unbeatable king of cRPG.

  11.  

     

    It's because of the 3D characters I think (which smash the renderer), I also have some performance issues on my i7 870. Try turning off anti-aliasing in the console

     

    `

     

    msaa 0

     

    Stop kidding. Divinity: Original Sin is in 3D and its characters have more polygons than PoE. D: OS is running wonderful on high details on my box. PoE slows down from time to time in some locations. i7 3770k 3.5GHz, Geforce 660 GTX Titanium 2GB, 16GB RAM. PoE looks worse than Temple of Elemental Evil (and ToEE had beautiful trees in 3D), but runs much worse. It's messed up Unity engine which is terribly slow. It's also the case in Wasteland 2.

     

    He's talking about Unity engine in specific. It handles 3d models horribly. Divinity: Original Sin has nothing to do with it, since Larian used their own in-house engine.

     

    I got it. However, it shows Divinity engine is far better than Unity. They're porting it to Linux, so hopefully it will become a cRPG engine of choice in the future.

  12. It's because of the 3D characters I think (which smash the renderer), I also have some performance issues on my i7 870. Try turning off anti-aliasing in the console

     

    `

     

    msaa 0

     

    Stop kidding. Divinity: Original Sin is in 3D and its characters have more polygons than PoE. D: OS is running wonderful on high details on my box. PoE slows down from time to time in some locations. i7 3770k 3.5GHz, Geforce 660 GTX Titanium 2GB, 16GB RAM. PoE looks worse than Temple of Elemental Evil (and ToEE had beautiful trees in 3D), but runs much worse. It's messed up Unity engine which is terribly slow. It's also the case in Wasteland 2.

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