Thats the fault of optimization and testing. Beta testing used to be a paid job. And it used to be effective. Now a days having public beta tests, only teaches the users where the exploits are so they can use them on release. And as far as technical issues go, as long as the game didn't crash on them, whats to note? Nevermind that it performed like a turtle on sleeping pills, it worked, thats good enough.Brawndo said:I'm not so sure it's all the developers' fault - what about the limitations of the technology the average consumer has access to at present? I have a year-old laptop that can play most current-gen games at mid-high settings, as well as high speed internet, but I lag to the point of unplayability if there is too much stuff happening on screen at once in BF3.Antari said:Just another example of how game companies forcing 16-32-64 player limits on modern games is absolutely ridiculous. Hell I played in 128 player games back on dial up over 15 years ago. Partly why I see it as being inexcusable for a company to release anything under 128 players these days. We should have been dealing with this level of action for years, basically since broadband became common place. Granted its not a highly detailed battlefield, and niether are the character models involved, but that allowed them to hit near 1000 players.
Take note people, this is what all games could be like if half a brain is involved.
The only way I can see over 64 players in one server at present is to dramatically scale back the graphics in triple-A releases with a heavy multiplayer combat focus. For example, Mount & Blade: Warband allows dozens and dozens of people to fight in a multiplayer battle without serious lag to mid-range machines, but that is because it has graphics from circa 2004.
Graphics can be made to produce anything at nearly any speed. Once you have a set resolution the rest is easy, if you know what your doing. Unfortunately alot of companies BARELY know what they are doing and you've seen the results. Weather its the developer's fault for not preparing for the job at hand, or the publisher for rushing the product to market before its ready. The fault lies squarely with them, not the technology behind it.
Software will always have to adapt to the hardware, it has always been and will always be that way.