Si vous êtes passés à coté du récent test de Gamekult dont les conclusions sont plutot positives vous pouvez aller sur Actionvault pêcher quelques infos en plus sur le jeu :
multiplayer optimization: In the Multiplayer Test and International Demo, there’s a code optimization that makes character animations process every-other-frame, or less often, depending on how far away from the player/viewpoint they are. This is why the animations looked jerky sometimes.
In the full version, the optimization is still there, but there’s an option to turn it off completely.
[–SUITE–] whether turning it off will result in a significant performance boost, plus gore options : Depends on how fast your system is. You’ll probably not notice a big difference unless you have a lower-end machine.
There are no gore options in RF, actually. I think we were planning on it at one point ages ago, but we decided against it. There’s violence and blood-a-plenty, but no gibs, per se.
intermittent multiplayer freezes on Volition’s test server : Believe what you like, but it was site related. I don’t know what about our statements about this made you think otherwise, we’ve been very forthcoming about it. We’ve known for a long time our T1 does 1-2 second lockups every minute or so, and that’s exactly what it was doing during the time of the Multiplayer Test.
Mark, our network admin, recently did some further digging and found the apparent cause. If/when we run game servers here after RF hits the shelves, those freezeups shouldn’t be a problem.
I’m a bit puzzled that you think it’s so outrageous we haven’t posted itemized lists of what was fixed/improved since the multiplayer test. That test was not for marketing purposes, or to convince people to buy the game. It was specifically made for us, to uncover problems and improve the multiplayer component for the full release.
Even if I thought it was productive to post it here, I don’t have an itemized list of all changes. The game definitely improved dramatically in many ways from the Multiplayer Test.






