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#feedback

5/26/2017 4:19:45 PM
9

Destiny 2: No dedicated servers OR 60fps? In 2017?

The title says it all, but just think about this for a minute. Games that were released years ago run at 60fps on consoles. Games that were released years ago had dedicated servers. Games that were released years ago could look good, while maintained that simple standard. Bungie...why? Like seriously, how hard is it to just throttle back your "beautiful visuals" to improve gameplay performance? Why is it so hard to just have solid dedicated servers to reduce lag to near-0? Bungie, why can't you match your competition in terms of base quality? I've played this game for the longest time, but the reviewers weren't wrong when they said the game wasn't good when it launched, the game has had so many issues and you've made so many mistakes, but you think you get a pass for a lack of 60fps and dedicated servers? Why? You didn't earn it! You don't get a pass after years of consistently screwing up and your game only surviving because the community was so damn good! I'm ranting, but I'm genuinely wondering why you can't just delay the hell out of Destiny 2 to make sure it can match the base quality of your competition. If you can't meet that current standard, why should I buy your game?
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  • Get over it, who cares ? Part of the challenge. As long as it doesn't lag during pve 💙

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    • Games released years ago weren't running in 4k.

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    • Most games that say they run at 60 fps, only reach that on occasion. Most of the time its a constant fluctuation between 40 and 60...this happens in battlefield alot, it will look super clean and fluid for a few minutes, then it will start to dip and get all choppy. i would rather have a game that looks good and runs consistently rather than an occasionally smooth experience with choppy graphics.

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      • Edited by Tiggs Panther: 5/27/2017 6:33:17 PM
        [quote]Bungie...why? Like seriously, how hard is it to just throttle back your "beautiful visuals" to improve gameplay performance?[/quote] Eff that! I mean, seriously? I love the visuals in D1 and love that D2 seems to push the, further. What I love most is that you get these lush visuals at a pretty [i]stable[/i] 30fps. I've seen very little, of any, of the sort of visual stuttering you sometimes see when games try to push the detail up. And here's the thing, for me anyway, I want to see more of a visual push as it helps with my immersion. Cutting corners to improve frame rate has a tendency to [b]break[/b] my immersion. Performance is already good enough. Visually, at least. There are things I'd far rather they tackled before trying to double the framerate. Some of which they have.

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      • [quote]Why is it so hard to just have solid dedicated servers to reduce lag to near-0?[/quote] That's now how dedis work...

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        • Cause Bungie is a lazy, shit bag company that sucks shit👎🏻

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          • Average consumer: 60FPS? Is that like 30 vs 30 first person shooter? I have a 4K TV. I want 4K graphics.

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            • After playing Overwatch and Battlefield for so long, it's so sad to see Bungie priority seem extremely low. I rarely ever experience problems that I have in Destiny in those games. If we at least run the same thing in Destiny 1, we are going to run into the same experiences. At least tell me the servers refresh rate has been increased. Or, can we rely less on Client-Side authoritative registration?

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              • Edited by RAIST5150: 5/26/2017 5:33:16 PM
                Gameplay is actually going to be fairly heavily server bound, especially compared to D1's model. Read the news feed closely. The split Activity/Authoritative hosting model (10 ticks to a server host and 30 ticks to a player host) is going away... it is all going to a server in D2--even the physics will be synching to a server now. It just isn't going to be as fully dependent on the server as something like one of the online Final Fantasy franchises, this they are staying away from the "dedicated server" moniker, but in essence a large part of it will be in that camp. A lot of stuff will still be run locally in the client, and will synch continually with the server. Depending on how well the latency profile matching goes and the deterministic coding is able to accurately "predict" and compensate for variances, it has the potential to be a lot more fluid gameplay. Time will tell just how well it works for people that may be up against the 80ms+ latency profile. That is always were we run into the exceptions... crossing that 1/15 second delay mark were most everyone can see the frames slipping out of synch. As to the FPS issue... hardware limitations with all the computational overhead going on. Isn't just the basic player stuff here either--a lot of crunching is going into some graphic and AI type elements that simply aren't there with some games, including Overwatch. They are consuming CPU cores on a lot of background stuff, which doesn't leave enough to double the frame rate. Better to lock the FPS closer to the network refresh rate too. If the net code doesn't scale well enough to synch effectively to 60 FPS, any potential lag issues can feel a lot worse than they do when the tick rate and render rates are in synch--it can be especially rough when it isn't actually 60fps but sliding up and down from 40-60+. If they are managing to actually lock it closer to 30 than they were with D1, I'd rather have that consistency then the stuttering and rubberbanding we so often see in games struggling to hit the coveted 60 fps claim.

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