Laggy and unfluent actor movement - even in new trailer

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-Moody-

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So... I was watching the new RS2-Trailer and what I have noticed that the actor movement of the players (turning and moving) is unfluent or laggy in a way. Thats nothing new! This problem is actually a thing in RO2 and RS1 too! I don't really know why there are not many people on here addressing this. I really like smooth experiences and technical untainted responsiveness in games. Thats a big key to success actually if you look at CS or CoD (atleast the older ones).

I know I am not alone with this since many friends of mine do think the same of this but am I the only one in the forum? You can even see it in the new trailer even though not as much because the frame-rate is just 25, 24 or 30 and not 50/60 or more.

Here the new the trailer:
https://www.youtube.com/watch?v=1VKbpviTMAY

Timestamps of (most noticable)laggy movements in the trailer:
1:00-1:05 - Look at the american soldiers movement and turning.
1:26-1:28 - Look at the vietnamese fighters
1:30-1:32 - Look at the fighters again. I think this is the best example
 
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-Moody-

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Unreal is a decent engine, it's not as horrible as people make it seem.
Well, I've played some games with the unreal engine where it really stands out. A Brothers Tale or Bioshock for example but there is no Multiplayer-Game out there.

I mean... we can't spectate others in first person, the actors are lagging, the demo tools are broken, the performance is horrible, we can't have facial expressions, we can't have interactive scoreboards etc. etc. Limitations everywhere. Unreal doesn't seem like a good engine for multiplayer anymore.
 

PsYcH0_Ch!cKeN

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If Unreal was such a terrible engine, it wouldn't be the #1 most used engine in gaming history. ;)

You have to realise that most of those things are not a case of "it can't do it" as it is a case of there just not being enough time or money to make it so. The games you guys are thinking of where animations have perfect transitions and blending, scoreboards are clickable, etc, etc, are built by huge teams with budgets that range between 20 and 100 million. We're building this game with a very small team and a budget that I can promise you doesn't come even remotely close to those numbers.

We have to focus on the things that make the biggest difference first before we can afford the luxury of some of the "nice to haves".

As to the actual topic of this thread, yes, we know it's an issue and we will be trying to put a fix for it in place.
 

Lemonater47

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Yeah most of what you said nilsmoody aren't really engine issues.

Unreal engine does have sticky collision (which comes down to map design in the end anyway) and doesn't like moving objects online but that's pretty much it. It's excellent in its other regards.
 

NorthDumpling

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Yeah most of what you said nilsmoody aren't really engine issues.

Unreal engine does have sticky collision (which comes down to map design in the end anyway) and doesn't like moving objects online but that's pretty much it. It's excellent in its other regards.

Why is that so? EA Tiburon created such a new brand Animation Engine for theirs FIFA games and it works perfectly well with Ignite Engine.
I'm pretty Ignite Engine by default had the same clunky and terrible animations as RS2 now do, so they created ANT for their games. I have no idea why you think its not engine issues.
 

Lemonater47

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Why is that so? EA Tiburon created such a new brand Animation Engine for theirs FIFA games and it works perfectly well with Ignite Engine.
I'm pretty Ignite Engine by default had the same clunky and terrible animations as RS2 now do, so they created ANT for their games. I have no idea why you think its not engine issues.

Becuase other UE3 games don't have this issue maybe? Or many of the other issues listed. There are other limitations at play. Not just engine.
 

-Moody-

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It's really nice that Antimattergames and Tripwire are aware of this problem and are working on it. But it would be very interesting to know if they are really aiming to solve it even if it means that it needs a lot of afford. I mean... solved once and solved for every future game with the same engine or not? :)
 

Yoshiro

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It's really nice that Antimattergames and Tripwire are aware of this problem and are working on it. But it would be very interesting to know if they are really aiming to solve it even if it means that it needs a lot of afford. I mean... solved once and solved for every future game with the same engine or not? :)

It is solved in KF 2 we believe, we are translating that fix over to RS 2.
 

skully172

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i do agree, i noticed that on the gameplay trailer. It is a problem we have on ro2 and rs, the players "look" laggy dont they?
 

-Moody-

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i do agree, i noticed that on the gameplay trailer. It is a problem we have on ro2 and rs, the players "look" laggy dont they?
Yeah, they do. And you notice a lot of lag while spectating someone.

Are there any news for this? I've been playing RO2/RS again with a friend. I never felt conntected to him because his model was so shaky and laggy.