One of the things that impressed me in Quake (the first one) was the demo recording system. The system was deterministic enough that it could record your inputs/the game state and just play them back to get a gameplay video. Especially given that Quake had state of the art graphics at the time, and video playback on computers otherwise was a low-res, resource intensive affair at the time, it was way cool. It always s…
Game devs explain the tricks involved with letting you pause a game
51–60 of 273 posts
Re: Game devs explain the tricks involved with letting you pause a game
#52How difficult can it be when Cloud providers are able to do live migration of VM from one bare metal server to another?
Live migration boils down to copy memory over the network, stream the page faults till you converge enough, and resume execution on the other host. It’s not a hard problem but a precise and tedious one.
Pausing a game might involve a lot of GPU contexts to freeze, network resources to pause, storage streams to pause, input handling, sound, etc. Add to that physics engine that may be tied deeply in the system and you end up with a hard problem.
What a VM does is not the role of the hypervisor, thus it can apply its hammer that works in pretty much all cases, and VMs are pretty much all the same. On the other hand, all games are bespoke with custom plugins and custom integrations, which make them the opposite of "generic pause implementation".
Re: Game devs explain the tricks involved with letting you pause a game
#53Earlier quoted context omitted.
Tying physics to framerate at all is a mistake. Like, should be filed as a bug mistake. There's no scenario in which that's desirable. And yet even Rockstar gets it wrong. (GTA V has several framerate dependent bugs)
not framerate of rendering but physics running at (its own) fixed frame rate.
The only place where that doesn't matter is fixed hardware - i.e. old generation consoles, before they started to make "pro" upgrades.
Re: Game devs explain the tricks involved with letting you pause a game
#54One of the things that impressed me in Quake (the first one) was the demo recording system. The system was deterministic enough that it could record your inputs/the game state and just play them back to get a gameplay video. Especially given that Quake had state of the art graphics at the time, and video playback on computers otherwise was a low-res, resource intensive affair at the time, it was way cool. It always s…
Related to that is the ability to watch games using the game-client too. This used to be a promoted feature in CS, with "HLTV/GOTV", but sadly disappeared when they moved to CS2. Spectating in-client is such as powerful way to learn what people are doing that you can't always see even from a recording from their perspective.
Ah, the good old days of watching live competition of quake through the game itself, chatting with others basically through the game console.
Pretty cool system.
Re: Game devs explain the tricks involved with letting you pause a game
#55One of the things that impressed me in Quake (the first one) was the demo recording system. The system was deterministic enough that it could record your inputs/the game state and just play them back to get a gameplay video. Especially given that Quake had state of the art graphics at the time, and video playback on computers otherwise was a low-res, resource intensive affair at the time, it was way cool. It always s…
Checking in as a random indie developer who still prioritises determinism in my engine. I don't understand why so many games/engines sacrifice it when it has so much utility.
Re: Game devs explain the tricks involved with letting you pause a game
#56I quite like when games keep playing some visual-only animations when paused. Like torch flames and trees swaying in the wind.
But when you find a broken ancient seal in the forest, the giant creepy eyeball moving around in it keeps moving even when you pause the game, which helps emphasise how other-worldly it is.
Re: Game devs explain the tricks involved with letting you pause a game
#57I quite like when games keep playing some visual-only animations when paused. Like torch flames and trees swaying in the wind.
Re: Game devs explain the tricks involved with letting you pause a game
#58Re: Game devs explain the tricks involved with letting you pause a game
#59One of the things that impressed me in Quake (the first one) was the demo recording system. The system was deterministic enough that it could record your inputs/the game state and just play them back to get a gameplay video. Especially given that Quake had state of the art graphics at the time, and video playback on computers otherwise was a low-res, resource intensive affair at the time, it was way cool. It always s…
Rocket League is a relatively recent game that allows match recording. It’s nice.
Re: Game devs explain the tricks involved with letting you pause a game
#60Earlier quoted context omitted.
This absolutely still exists - I have a library for reading Source 2 (CS2, Deadlock etc) demo files and streams (HTTP ones like CSTV). https://github.com/saul/demofile-net
Demo files work, but I'm talking about spectating live. The "Watch" tab was removed and the ability to just browse and spectate the top games currently being played. I'm sure the technology still exists in the engine, but it's no longer the key feature it once was. HLTV/GOTV was launched with some fanfare back in the day.