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Größtenteils positiv (7,753 Reviews) - 79 % der 7,753 Nutzerreviews für dieses Spiel sind positiv.
Veröffentlichung: 24. Okt. 2013

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Kürzliche Updates Alle anzeigen (72)

28. April

ZorbaTHut Talks Multicore!



Keep up with the amazing progress that we’ve made with Multicore Rendering in RIFT with this latest update from Lead Rendering Engineer Ben “ZorbaTHut” Rog-Wilhelm!

Hello Telarans!

As many of you know, we’ve been working hard on upgrading Multicore Rendering. Now that we’ve implemented improvements, let's talk more about multithreading as it pertains to Rendering in RIFT. Warning: a lot of this is technical talk and may not be suited to all readers – some may want to escape back into RIFT to experience the changes directly rather than read about them! For our fellow techno-geeks, let’s continue…

In terms of the code that runs on your computer, "rendering" can be roughly split into two parts; "deciding exactly how to render stuff" and "sending those render commands to the graphics card." Both of these tend to be expensive, and RIFT, as with most other games, used to do all of that work in a single thread. Note that while I'm dividing this into two parts, the actual rendering process isn’t a simple matter of doing one part followed by another - the "render" process consists of both interleaved in a very complicated matter.

With the exception of the newest rendering interfaces, all modern rendering APIs effectively require developers to send render commands to the graphics card on a single thread. There's not much we can do to affect this. "Multicore rendering" therefore involves mostly the first step, but with respect to the limitation of the second step.

When you're dealing with any project the size of Rift's multicore rendering system, you have to split up the job into manageable chunks. This feature took over a year to complete and so there was a lot of complex scheduling to split it into manageable chunks.

First, we had to deal with global state. What does this mean? Every time a graphics card renders something, it needs a destination, known as a “render target”. The screen is the most obvious destination, but we frequently render to textures, for use in later render steps. (In fact, if you’re using the high-quality renderer, virtually all of our rendering is done to intermediate textures!) Our rendering system assumed that the graphics system would have exactly one render target at a time. This is a perfectly reasonable assumption with a single-threaded renderer, but has to be fixed for multicore, where you might have five threads all generating commands for different render targets. That information was in our core rendering module, "Renderer", which represented the device itself, handled resource allocation, and provided information about the device's capabilities. We created a new module, "Context", intended to represent the rendering state of a single thread (including the render target and many other similar chunks of rendering state), then moved thousands of lines of code from Renderer into our new Context. Our rendering system was still single-threaded, so we still had exactly one Context, but it was a necessary organizational step.

An important concept in programming is “abstraction.” Take something like DirectX. It’s designed to give developers extensive control over graphics hardware, and it succeeds, but many of the features it provides are difficult to harness directly. When a programmer sees something like this they often build a system on top of it that is easier to use and less bug-prone. Unfortunately this always introduces limitations, and so high-performance areas are sometimes built “to the metal,” avoiding the abstractions and interacting directly with DirectX for the sake of sheer speed. Since all our multithreading work took place in our abstraction layer, these “fast” areas were, ironically, now standing in the way of performance.

Some areas could be easily changed, some had to be rewritten almost entirely; Rift’s lighting code is new as of several months ago, and for weeks before that, I was running around the world flipping between the new and old system just to be absolutely certain the new system worked exactly like the old.

Finally, we could extract that third rendering step, "send the render commands to the graphics card," from the other steps. As long as we were sending render commands directly to the graphics hardware we would never be able to multithread the rest of our rendering pipeline. We essentially inserted our own layer in between the rendering subsystem and DirectX; instead of sending commands to DirectX, it would store the commands in a carefully-coded memory-dense buffer so we could stream those commands out as quickly as possible later. This took a lot of work to get right. The process ended up being rolled into the above-mentioned “Context” module; we split it into ImmediateContext, which sent commands straight to DirectX, and BufferedContext, which stored up commands for future dispatching in a rapid burst.

At this point we could change the entire renderer into “buffered” mode - processing everything in a single thread, storing all the commands in a temporary buffer, and then sending them in a batch. This was much slower than our original single-threaded mode but useful for debugging the buffering system in isolation; we've preserved that option in our debug builds all the way up to today.

The next step was to actually use these tools to split our rendering into multiple threads. That should be easy, right? After all, we've dealt with our global state, we've set up a serialization system so all our actual commands can be sent to the graphics card in the right order – we should be able to just create a pile of Contexts, aim each one at a chunk of our game, and it should just work! Well, as anyone who's tried to multithread an existing massive system knows, it's never that easy. While we had a semi-functioning renderer working quite quickly, we spent months tracking down weird timing issues, thread contention bugs, and bits of global state that we were not aware were global. This was completely expected - there's no way to do this besides trying it and observing what happens - but it was still a very long and gradual process.

As we squashed bugs, it became clear that this was also not providing the performance gains we'd hoped to see at this stage. I'm going to make up some numbers here; bear with me. Pretend that, before this change, the entire rendering system from beginning to end took 10ms, including generating the rendering commands on a single thread and sending those commands to the graphics card. After all this work, we found that we were spending about 4ms on generating the render commands across multiple threads and storing them in buffers, but then another 4ms sending those render commands out to the graphics card. This gives us a gain of 2ms, but that's not really much of a gain; perhaps a 10% framerate increase at best. We started our Multicore Closed Beta around this time to help us squash the remaining bugs, but we knew we had a lot more work to do for the Multicore update to achieve the goals we’d set.

Up until this point, we'd simply replaced our single-threaded rendering with a chunk of multicore rendering that internally ran in parallel, but returned to the main thread only when all of that processing was complete. (That's an oversimplification, but it's basically accurate.) In order to gain the performance we wanted, we'd have to start processing the next frame while still sending the rendering commands from the previous frame.

This was a pretty significant challenge. Like most games, we rendered our UI last, overlaying it on top of a finished 3d scene. However, our UI system is done within a third-party package; we have source code for it, but converting it to use our rendering abstraction would be an enormous job. Instead, we re-organized our render pathways so we rendered our UI first, onto a separate temporary buffer. Then we'd render our 3d scene, and as a final step, we'd composite our UI onto that 3d scene.

This let us continue sending render commands to the graphics card until the next frame is about halfway done, overlapping all the network communication and game state update that has to be done before rendering the next frame. In most cases, this segment takes more than 4ms, so sending our render commands to the graphics card is effectively “free” – it happens simultaneously with something else we need to do anyway. This led to the next and one of the most key changes that really started to deliver the improvements we wanted.

Rift has a step called the "scene update”.. This is where we update the positions of all objects, along with bounding boxes, animations, level-of-detail mesh states, fades in progress, and a small mountain of other tasks. RIFT has always had some elements that utilized multiple cores, and this is one of them, but it's always been limited to a single thread. Up until this point, the rest of the game was paced such that our serial scene update always finished on time, but the multicore rendering optimizations meant that aspect of RIFT needed to speed up to avoid being the bottleneck. The final improvement we made (so far!) is to do a better job of threading that scene update process. This could in theory be done in single-threadedwithout the multicore renderer mode as well, and we'll probably enable it by default for everyone once we're satisfied it works, but right now it's tied to the multicore checkbox.

Multicore is officially in “open beta” now, and is available for use by everyone. We’ve been watching stability and crash reports, and while we still see a few very uncommon issues, we’re at the point where multicore is just as stable as the old single-threaded renderer. We’re seeing performance gains ranging up to 50% (sometimes higher). We strongly recommend giving it a try1!
Note that there are issues in the low-quality renderer that currently prevent us from offering a multicore low-quality renderer; however, if you’re using the low-quality renderer, you may find the high-quality multicore renderer is actually faster - give it a shot!

At Trion, we’re always looking for ways to improve gaming experience for everyone, and this Multicore been a really productive effort. It’s exciting to see the very positive feedback from players, and hope that you’ll log in soon to try it out too!

Many thanks to all of the players who helped us Alpha test the Multicore Update – without their contribution, this wouldn’t have gone nearly as smoothly.

Zorbathut
Ben Rog-Wilhelm, RIFT Lead Rendering Engineer

4 Kommentare Weiterlesen

27. April

Preview: Mind of Madness Intrepid Adventure



Learn all about the brand new Mind of Madness Intrepid Adventure launching May 11!

Pursue Lord Arak from the edges of the Plane of Water into the depths of madness beyond the cosmos! Battle your way through evil deities whose insane nightmares empower Lord Arak and learn undiscovered secrets behind this most mysterious of foes.

Face Pagura the Destroyer of Dreams, the ever-hungry Fauxmire, the Tenebrean goddess Lady Envy, and many more. Each boss is more fearsome than the last, culminating with the Arisen Lord Arak himself! In between each deity, experience all-new adventures and complete quests to help further your goal of defeating the dark lord.

The fortunate Ascended who prevail in these new challenges will be rewarded with mighty equipment featuring the same iconic appearances as those found within the Mind of Madness raid. All who behold your awesome visage will know you have bested enemies of untold power to achieve such grandeur.

Want to know more? Join us for a playtest session on Thursday, April 28 at 2:00 PM Pacific, or come watch our Mind of Madness livestream on Friday, April 29 at 3:30 PM Pacific.

We can’t wait to see you there!

0 Kommentare Weiterlesen

RIFT 3.6: Celebration of the Ascended


Rejoice, heroes! The Celebration of the Ascended is here, and bringing some legendary changes with it.

With the arrival of 5 new Souls (1 for each Calling), the return of the Carnival of the Ascended with new mounts, minions, and more, and the introduction of true multicore support, there has never been a better time to be one of the Ascended!

Neuer DLC verfügbar


Mache dir die unglaubliche Macht uralter Seelen längst vergangener Tage zu eigen! Das Paket enthält einen mächtigen Runenweisen, einen unterkühlten Heiler, einen finsteren Killer, einen unbändigen Kämpfer und einen die Elemente Feuer und Wasser beherrschenden Verheerer! JETZT KAUFEN!!

Über dieses Spiel

Schließe dich Tausenden von Spielern im preisgekrönten Free-to-Play-MMORPG RIFT® an und betrete die Welt von Telara als unsterblicher Auserwählter. Ziehe in den Krieg gegen die Ur-Armeen der Elementar-Ebenen in einer sich ständig verändernden Landschaft voller massiver, dynamischer Schlachten sowie mit unzähligen Dungeons und Schlachtzügen. Erstelle deine eigene Klasse mit dem Seelensystem der Auserwählten und stürze dich in epische Auseinandersetzungen, die dich in die Geschichte eintauchen lassen und deinem Rollenspiel eine ungeahnte Dimension eröffnen. Erlebe massive neue Erfolge und maximale Spannung!

Erstelle deine Klasse


In keinem anderen Spiel kannst du deine Klasse so erstellen wie in RIFT. Spezialisiere dich auf eine einzige Klasse oder wähle verschiedene Fähigkeiten aus mehreren Klassen, um einen Charakter zu erstellen, der so einzigartig wie dein Spielstil ist – und habe Spaß beim Experimentieren!

Wähle deine Rolle


Jeder Charakter kann mehr als ein Dutzend gespeicherter Rollen haben, damit du verschiedene Klassen für jede Situation erstellen kannst. Du kannst einen Charakter für PvP und einen anderen für Schlachtzüge zusammenstellen. Oder vielleicht möchtest du auch einen Charakter mit hoher Schadenswirkung und einen anderen mit starker Abwehr. Es liegt ganz an dir, nach Lust und Laune zu kombinieren und auszuprobieren – und deinen Charakter dann mit nur einem Klick zu wechseln.

Massive Dynamische Schlachten

Invasionen breiten sich über gesamte Zonen aus und führen epische Konflikte herbei, die dich in die Geschichte eintauchen lassen! Rette zusammen mit Hunderten von anderen Spielern die Welt und kämpfe, um Ländereien von eindringenden Horden zurückzuerobern.

Dungeons & Schlachtzüge


Auseinandersetzungen und Gefahren lauern überall in der Welt von Telara – es gibt über 30 Dungeons und Schlachtzüge! Egal, welche Gruppengröße oder Herausforderung du auch suchst, es gibt jede Menge Optionen einschließlich Instanzen für 2, 5, 10 oder 20 Spieler plus Dungeons mit Schwierigkeitsstufe "Hart" und mehr.

PvP-Kampf


Bekämpfe andere Spieler in aufregenden Spieler-gegen-Spieler-Kämpfen! Verdiene PvP-Ränge, Titel und Beute, um deinen Charakter noch weiter auszubauen. Mache dich auf den Weg zu serverübergreifenden Kriegsfronten oder Eroberungen mit 3 Fraktionen und kämpfe gegen andere Spieler in einer offenen Welt.

Dimensionen


Individuell gestaltbares Housing erlaubt Spielern und Gilden, Splitter von Telara zu besitzen. Nutze unzählige Bausteine und Gegenstände, die du auf deinen Abenteuern sammelst, um dir die Dimension einer Träume zu erbauen!

Kostenlos & mit allen Features


Sofort-Abenteuer, Anstürme, Globale Ereignisse, Gilden, Artefakte, Garderobe und mehr! RIFT ist das ultimative MMORPG mit einem Free-to-Play-Modell, welches das Beste seiner Klasse ist und dir das gesamte Spiel kostenlos anbietet.

Systemanforderungen

    Minimum:
    • Betriebssystem: Windows XP, Vista oder 7
    • Prozessor: Dual Core 2.0 GHz oder besser
    • Speicher: 2 GB
    • Grafik: Nvidia GeForce FX 5900, ATI/AMD Radeon X300, Intel GMA X4500 oder besser.
    • DirectX®: 9.0c, Juni 2010 Update
    • Festplatte: 15.0 GB frei
    • Sound: DirectX 8.1 kompatible Karte
    • Andere Anforderungen:: Breitbandinternetverbindung (DSL, Kabel oder andere Breitbandverbindung)
Hilfreiche Kundenreviews
34 von 36 Personen (94 %) fanden dieses Review hilfreich
1 Person fand dieses Review lustig
183.6 Std. insgesamt
Verfasst: 28. Januar
UPDATE 20.03.2016

Ich hatte das Spiel damals bei Release gekauft und ein paar Wochen bis Stufe 33 gespielt und erst jetzt wieder weiter gemacht. Bin jetzt lvl65 geworden. Nach zusammen ca.180Std Spielzeit ein weiteres Casual-Fazit: Für Casuals/F2P-Spieler immer noch eine 100%ige Empfehlung!

Endgame für Casual-Spieler, die täglich mal ne Stunde rein schauen oder nur am Wochenende spielen wollen/können, ist mehr als reichlich vorhanden. Zwar grenzt Trion die Möglichkeiten immer weiter ein (nur noch Auswahl von Random-Dungeons für F2P-Spieler), aber es ist immer noch mehr als reichlich Content/Quests/PvP/Sofort-Abenteuer/-Raid da.

Trion will im April Multi-Core Unterstützung anbieten, aber der Client ist aktuell noch Mittelmaß.
Sollte der Client im April deutlich an Qualität zu legen, hole ich mir mal ein Monat Abo, vorher sehe ich keinen Sinn darin, da ich unoptimierte MMOs/Clients einfach nicht lange spiele, weil mir durch Lags, CtD, und Black-/Whitescreens einfach die Motivation flöten geht. Und Nein es liegt nicht an kaputter Hardware. Habe diese Probleme mit drei Rechnern mit Win XP/7/8/10 seit Release. Klar haben andere Spieler mehr Glück. Andere leider nicht. Update Ende.


JA, in der kompletten Levelphase ist Rift F2P, aber ich hatte auch mehr Taschen-/Charakterplätze und kann im Auktionshaus Verkaufen, da ich das Original-Spiel schon gekauft hatte. Als F2P-Spieler hat man eine Goldobergrenze von 2500Platin, was sehr großzügig ist. Ich hatte bisher ingesamt 800Platin zusammen und nie Goldsorgen.

Wer ganz entspannt Leveln und die Welt/Geschichte entdecken will, wird an Rift seine helle Freude haben und der sollte schon 10-15€ investieren. 5€ für Shopguthaben, was dann auch die obigen Vorteile freischaltet und 10€ in ein Rex, handelbares Guthaben, welches sich immer für mindestens 3000Platin verkaufen lässt. So hat man überhaupt keine Gold-/Grindsorgen mehr und kann sich voll und ganz auf die Spielwelt konzentrieren.

Leveln durch normales Questen ist sehr langwierig, aber nie langweilig, durch die ganzen Rissen und Invasionen und Gebieteevents. Man kann aber jederzeit Sofortabenteuer/Raid machen, die extrem viel EP bringen, falls man es doch mal eilig hat ein Level zu erreichen. Ich finde diese Levelabwechslung klasse.

Wer ernsthaft Raiden, Endgame spielen will, bzw. husch husch Leveln will, der muss ein Abo haben und ordentlich Geld im Shop investieren. Z.B. beide Ohrringeplätze kosten ca.13€ und man braucht auch Talentbäume, die Extra kosten, siehe die Steampakete. Da ist nichts mehr F2P und was die Ohrringe und Talentbäume angeht, zwar nicht P2W, aber Pay to Raid.

Die Deutsche Community auf Brutwacht ist sehr entspannt und Fragen von Neuen Spieler werden fast immer sehr höflich beantwortet. Abends ist der Chat sehr belebt und wer will, wird immer eine passende Gilde für sich finden. Ich empfinde diese Community als Wohltat.

Ich werde nicht Raiden gehen, sondern mich nur in der Ereignis reichen Welt herum tummeln und mein Endgame, die Alptraumrisse machen, denen man jederzeit in einer Öffentlichen Gruppe beitreten kann. Dafür ist Rift absolut genial und eine klare MMO-Empfehlung.
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11 von 15 Personen (73 %) fanden dieses Review hilfreich
1 Person fand dieses Review lustig
228.1 Std. insgesamt
Verfasst: 7. Januar
Bei Free-to-Play Games gibt es oft einen großen Spalt zwischen Spieler die komplett kostenfrei Spielen oder welche die Geld investieren. Bei Rift habe ich persönlich, auch wenn ich kein Geld investiert habe, sehr großen Spaß und kam im PvE bereich gut zurecht. Man bekommt viele Events und Möglichkeiten geboten um sich wohl zu fühlen und zu sagen, das ist ein MMORPG in welchem sich die Spielzeit lohnt. DIe Klassen bieten allesamt viel Abwechslung und individuelle Spielweißen und man hat immer neue und interessante Gruppenzusammenstellungen.
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1,333 von 1,480 Personen (90 %) fanden dieses Review hilfreich
352 Personen fanden dieses Review lustig
10,225.8 Std. insgesamt
Verfasst: 17. November 2015
What have I done with my life?

Once upon a time, Rift was a wonderful game, a great 'classic' MMO that had meaningful content, good raids and dungeons and was really worth investing the time into. Then Trion Worlds started bleeding money on failed project after failed project and Rifts Dev team got axed down hard. To try and compensate things went F2P and things were fine at first. Hey we get nifty new costumes and I don't need to pay a sub fee anymore (I still did, even if the original patron perks were pretty bad by recent standards.)

The shift was subtle at first, gear became purchasable, either directly or in directly through lotto style loot crates that you can buy for special mounts and get decent gear on the side (A great deal till you realize the currency you get for the mounts is character bound, and the gear you get from the chest is based on your characters class. Meaning that before you'll ever have the currency saved to get that special super shiney mount, you'll have wasted more cash then you will want to think about on what is basically worthless chests and gears as opening them on a different character who could use the gear, means your currency is split. Well played Trion.) Tangent aside. What this gear purchasing did was create a stigma in the "PuG" raiding community, as you had to have the achievements to even be able to join the raids, and if you didn't have a guild that did them? You were SoL.

Things like that continued to spiral out of control, when you realized how long it would take to grind out the dungeon and raid tokens to get gear, but feel free to buy Patron status and token boosters to cut down on that time by several hundred percent. Turning what used to be a fairly smooth and natural gear progression into something akin to an Asian MMO's level of grinding. Oh and because of course it is, the pvp is entirely based around who out gears who.

Throw in the usual batch of awful awful people that come with the F2P crowd, and it's hard to even argue if just playing it for the social aspect is worth it. From an Role Play standpoint it does a few things right and many things wrong. The lore is built out of wet tissue paper, and few people even follow that, open world role play is almost impossible to find and when you do? You're going to wish you hadn't. One of the good and bad things it has, are Dimensions, or just player housing. Easily costumizable zones and area's you can do a great deal of things with. Probably the most positive thing about this game these days, minus the obvious cash shop tie in's to building materials. Of course, player housing is always a double edged sword for role play as it becomes cliquish and impossible for new people to really get involved.

In the end the final nail in the coffin that made me write this review, was when they released the new single zone, not an expansion pack, not a new continent. But one area. They wanted to charge one hundred dollars, for the new class that came with it, as well as some relatively worthless in game items. This harkens back to the Ember isle map they added years ago, it was free, it was an amazing area and I still consider it their best zone. And while you can still reach this new zone for free, and the new class can be picked up for the low low cost of about 30 bucks (Without the cyber swag). I can only stop to realize, Rift really isn't the same. And it's just not worth the time anymore.

Oh and there's easily another 1-2k hours missing from that playtime. So there goes that entire year of my life! Shoulda put that time into something I could have gone professional instead. Like Solitaire.
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10 von 15 Personen (67 %) fanden dieses Review hilfreich
14.4 Std. insgesamt
Verfasst: 3. Februar
Es ist das erste MMORPG welches ich über Level 20 zocke & ich muss sagen, es macht mir sehr viel spaß. Wobei das Teambuilding eine große Rolle spielt. Verhältnismäßig sind die Mobs bisschen schwach aber naja, nützt ja nix :)

Extremen Pluspunkt gibts für die sehr sehr schöne Grafik! ☺
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2 von 2 Personen (100 %) fanden dieses Review hilfreich
14.1 Std. insgesamt
Verfasst: 22. April
Es ist ein ordentliches Spiel .. kann es nur jedem empfehlen :)
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