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Pantheon: Rise of the Fallen News - On this special episode of the MMORPG.com Game On podcast, Visionary Realms takes over the podcast! Ever wonder how to get started in a video game career? Visionary Realms Chief Creative Officer Brad McQuaid and Lead Tester and Associate Designer Tim Wathen talk with Director of Communications Ben de la Durantaye about their experiences in the making of Pantheon: Rise of the Fallen, the upcoming high-fantasy MMORPG.
Comments
I think we all know how buggy the EQ franchises were,imo the worst of any games i have ever played.VG i remember basically the falling through world that happened a lot.So makes us wonder did anyone not test those games?
We also remember how poorly the EQ games were optimized,the lag/framerates were awful.
So did any of those teams not have a process a goal to achieve a certain polycount ?
Unity engine...I have never even tried to learn it but i do know that Project Gorgon runs on Unity and it is terrible.A low poly game and i would get framerates of 1/2/3/5/15 yeah just awful.Hearthstone runs on Unity and again a very low poly game that does not run all that great.
On this testing,it is not like they make a ton of content everyday,so how do areas of a game get through the cracks with game breaking code?I don't like to use the term "bugs"it is simply coding errors.
I still remember that Wow Cataclysym was no better,3 of the main 6 big quests had the questline broken to the point we could not finish them.I asked in chat and people said they were broken way back in Beta 2+ weeks ago.My point is that testing does not seem to matter,devs will release their games anyhow in any state.In EQ we saw mobs not loading properly,their parts all scattered in a mess,in VG i saw the Rogue class was way op and they had to know it,so yeah it just seems these games are a rush job.
Never forget 3 mile Island and never trust a government official or company spokesman.
If you haven't already, check out the streams -- 30+ FPS in 1080p on an average PC. We've seen zero indication that Unity can't handle an MMO like Pantheon -- quite the opposite in fact.
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Brad McQuaid
CCO, Visionary Realms, Inc.
www.pantheonmmo.com
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I still see it there on the top -- refresh? Use the link from our FB or website?
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Brad McQuaid
CCO, Visionary Realms, Inc.
www.pantheonmmo.com
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Ffxi was perfect, I forgot just how perfect it was.
Oh and stop using the word 'we' like everyone agrees with you or you speak for everyone else.
I'm not saying Pantheon wont achieve stellar frames and decent graphics but your comment is lunacy.
Can't tell if you're /s or just clueless?
You can never blame an engine for poor frame rates. It comes down to design, optimization, and correct use of LOD, occlusion culling, batching, GPU instancing, and other important techniques which can reduce the overall draw call and set-pass count per frame. You also need to be very smart about how many threads, coroutines, and general update loops are active at any one time. A lot of inexperienced developers fail in many or all of these areas, and so their frame rates suffer.
If Project Gorgon has poor frame rates, you can't blame Unity. The developers just need to learn how to optimize their zones and graphic pipeline in general.
But yes of course most of it matters via the developer which is why i made a point of noting several past games that proved testing was NOT an important factor in game releases.
Yes i also watched some streams,those are not a strong indication because we don't know the power of those PC's,nor do we know what is turned on like Shaders/lighting effects,shadows,particle effects,more mobs ,more players on screen,music/environment sounds,reflective surfaces,quality of textures loaded etc etc.The ONLY base we have to go on is the past games so i will remain skeptical until i see better.
Never forget 3 mile Island and never trust a government official or company spokesman.