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Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Discuss: The Real Tech Update

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VDG
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Discuss: The Real Tech Update

http://cityoftitans.com/content/real-technical-update

Discuss the latest announcement here!

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Seeing that. Thinking of all

Seeing that. Thinking of all the things we will be able to do... Only one thing can express my feelings.

MAH HA HA HA HA HA HA HA HA!!!!!!!!!!!

https://www.youtube.com/watch?v=pVY1-v97Mic

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OK, looks nice. Question

OK, looks nice. Question though... How is that going to scale with dozens of players setting things off in the same place? After all, there's looking really great, and then there's playing at 1 frame a minute...

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This looks amazing. Can't

This looks amazing. Can't wait to use my radio waves on anyone who dares threaten me!

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O.O I want powers that look

O.O I want powers that look like those! Now just need to see what the avatars will look like!

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Looks great especially the

Looks great especially the weather powers and the chain lightning from the eyes!

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Awesome thanks for posting a

Awesome thanks for posting a shortened video of what someone already posted two or so weeks ago.

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FloatingFatMan wrote:
FloatingFatMan wrote:

OK, looks nice. Question though... How is that going to scale with dozens of players setting things off in the same place?

I also wonder if it could be as great as that with lots of players in the same area :) Remember, 200 players to kill the Blob ^^, don't think this kind of stuff will work really well xD
But ! i''d like to have this kind of power effects :) So cool to vomit some lava xD or see what's going on behind a wall ;)

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Psycho Jas wrote:
Psycho Jas wrote:

Awesome thanks for posting a shortened video of what someone already posted two or so weeks ago.

I don't believe it is. Opposed to Epic's tech demos showing what the engine can do, this is more what MWM has rigged up to do.

As with most engines there's likely to also be a max particle count that will ultimately have a throttle option in the graphics settings UI.

Unfortunately, if 200 players are fighting a world boss and they all throw out attacks/buffs/defenses/etc. we're probably gonna get some processor/graphics bottleneck on the framerate regardless of how optimized our graphics cards and settings are. Because, there's as much bottleneck happening from 200+ simultaneous player input/impact (multiple toggles running, stacking, etc.) that has to then update 200 players with the end result. Sure it can still look pretty and your local framerate may be fast, but I could also still be waiting 2 minutes for the server to agree that my 10 second recharge has finally finished while my hero stands in the idle animation waiting to attack. (somewhat anecdotal from early jello raids in 2005).

Back to the reaction of the tech demo, I'm really excited to see what the avatars are going to look like now because this is gonna seriously kick ass!

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FloatingFatMan wrote:
FloatingFatMan wrote:

OK, looks nice. Question though... How is that going to scale with dozens of players setting things off in the same place? After all, there's looking really great, and then there's playing at 1 frame a minute...

Our "Abuse the GPU" test had something on the order of 400 such particle systems running on maximum, using my cheap $400 laptop.

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doctor tyche
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Psycho Jas wrote:
Psycho Jas wrote:

Awesome thanks for posting a shortened video of what someone already posted two or so weeks ago.

Right now expect most videos from various UE4 games to be in effect the same thing. That is the nature of releases. It takes time to turn what Epic provided into what we need.

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Doctor Tyche wrote:
Doctor Tyche wrote:

FloatingFatMan wrote:
OK, looks nice. Question though... How is that going to scale with dozens of players setting things off in the same place? After all, there's looking really great, and then there's playing at 1 frame a minute...

Our "Abuse the GPU" test had something on the order of 400 such particle systems running on maximum, using my cheap $400 laptop.

This question reminded me of having all kinds of effects going off when on a full team: it was blinding. In such a situation I could forget about targeting or, on the frequent occasions I was playing a melee character, making any particularly useful contribution. The best I could hope for was to tab for a target and then hope I was close enough to hit it. One the other hand, it was awesome to see the screen light up with a whole lot of whoop-ass. Just, you know, maybe make it less of a, "My eyes! The goggles do nothing!" event.

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I remember fondly early

I remember fondly early HamiRaids where you could literally overload the engine by buffing too many people at once.

You know, that's actually a good point. We should list what we're rendering the video on.
Dr. Tyche, what box were you using?

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doctor tyche
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warcabbit wrote:
warcabbit wrote:

I remember fondly early HamiRaids where you could literally overload the engine by buffing too many people at once.
You know, that's actually a good point. We should list what we're rendering the video on.
Dr. Tyche, what box were you using?

This video was done on the 16-core AMD platform, but that is because it is also the compiling monster. I do my testing however on an HP Laptop running an A6 and the integrated GPU.

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A team of 8 MMs with full

A team of 8 MMs with full pets out and add a few Dark Masterminds there you could have a lot of minions running about. I could see how some systems would have problems, add to this new stuff UE4. Ouch yeah I can see how particle overload can happen.

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Doctor Tyche wrote:
Doctor Tyche wrote:

warcabbit wrote:
I remember fondly early HamiRaids where you could literally overload the engine by buffing too many people at once.
You know, that's actually a good point. We should list what we're rendering the video on.
Dr. Tyche, what box were you using?

This video was done on the 16-core AMD platform, but that is because it is also the compiling monster. I do my testing however on an HP Laptop running an A6 and the integrated GPU.

So a triple or quad core processor running at about 2Ghz, with a built in graphics card (just in case others are wondering)

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Gangrel wrote:
Gangrel wrote:

Doctor Tyche wrote:
warcabbit wrote:
I remember fondly early HamiRaids where you could literally overload the engine by buffing too many people at once.
You know, that's actually a good point. We should list what we're rendering the video on.
Dr. Tyche, what box were you using?

This video was done on the 16-core AMD platform, but that is because it is also the compiling monster. I do my testing however on an HP Laptop running an A6 and the integrated GPU.

So a triple or quad core processor running at about 2Ghz, with a built in graphics card (just in case others are wondering)

Dual core actually. The real chokepoint however is the SATA controller. I swear this thing is slower than molasses.

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Ooh, a forcefield bubble.

Ooh, a forcefield bubble.

Could you, umm, next time you show something like this off, point the flame jet at the bubble and have the fire wash around it all awesome UE4 style? I'll be disappointed in UE4 if it can't do that. But of course it can.

Also, I do hope that the game won't be much darker than this. I know it's dark to show off hat particles are now light sources, too, but I hope the real game is a bit brighter in the palette. I know, i know. Very early tech demo, everything is subject to change... I just hope that dark areas are reserved for special occasions.

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McNum wrote:
McNum wrote:

...it's dark to show off hat particles...

Is this for the new Milliner class? :-)

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Cinnder wrote:
Cinnder wrote:

McNum wrote:
...it's dark to show off hat particles...

Is this for the new Milliner class? :-)

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Did you guys see how the room

Did you guys see how the room lights up when light particles hit them! OMG I want Aura's so bad in this game! LOL.

I hope my costume can have some glowy pieces.

Next demonstration I hope to see them put some distortion and lens effects in!

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Doctor Tyche wrote:
Doctor Tyche wrote:

Gangrel wrote:
Doctor Tyche wrote:
warcabbit wrote:
I remember fondly early HamiRaids where you could literally overload the engine by buffing too many people at once.
You know, that's actually a good point. We should list what we're rendering the video on.
Dr. Tyche, what box were you using?

This video was done on the 16-core AMD platform, but that is because it is also the compiling monster. I do my testing however on an HP Laptop running an A6 and the integrated GPU.

So a triple or quad core processor running at about 2Ghz, with a built in graphics card (just in case others are wondering)

Dual core actually. The real chokepoint however is the SATA controller. I swear this thing is slower than molasses.

I have a laptop with the A10 processor, and although it has a 7970 mobile chipeset, the built in is good enough to run WoW at high settings @1920x1080 resolution and still be able to crank out a playable framerate. Sure at *maximum* settings it starts to falter especially in Pandaria, but it works.

Actually, that raises up another question, what resolution does your laptop run at? Because I know that resolution can also be a large influence on framerate performance.

To be fair, the integrated graphics on the AMD based laptops (A-chipset range) are pretty decent considering how much you could end up paying for a "gaming laptop".

/derail

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Very nice; my compliments to

Very nice; my compliments to the team.

You say nice things about me: I admire that in a person.

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All of this looks very great,

All of this looks very great, I am liking the sewer "map" shown in these videos and I could feel very at home there. I do hope that we'll have the option to tone down some of these effects, even if by choosing darker colors, because I am one of those who does not like my character obscured by visually-noisy auras. They are beautiful though. Especially impressive: the effects themselves generating ambient light.

I wont be totally happy, though, until I see "dark" stuff, I need tentacles and tendrils of darkness like the Dark/dark powers in CoX, or the auras /dark melee characters sported. Those were beautiful! Shiny is great but we need the dark, too. *hopeful*

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Illusionss wrote:
Illusionss wrote:

All of this looks very great, I am liking the sewer "map" shown in these videos and I could feel very at home there. I do hope that we'll have the option to tone down some of these effects, even if by choosing darker colors, because I am one of those who does not like my character obscured by visually-noisy auras. They are beautiful though. Especially impressive: the effects themselves generating ambient light.
I wont be totally happy, though, until I see "dark" stuff, I need tentacles and tendrils of darkness like the Dark/dark powers in CoX, or the auras /dark melee characters sported. Those were beautiful! Shiny is great but we need the dark, too. *hopeful*

They'll be there, have no fears. They just tend to not show up nearly as well in limited videos, and it is easier to get a darker level with bright effects than a bright level with dark effects. So we went with the one that would let us show more pretties for the limited time investment we could make in the short term.

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Not to read just waaaaaaay to

Not to read just waaaaaaay to much into a 1 minute video, but did I see a Singularity and a PFF and a Gale and a Snow Storm and Freezing Rain and Frost Breath and maybe a RotP and some sorta electric Eye Blast and ....

Now I'm getting excited.

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McNum wrote:
McNum wrote:

Ooh, a forcefield bubble.
Could you, umm, next time you show something like this off, point the flame jet at the bubble and have the fire wash around it all awesome UE4 style? I'll be disappointed in UE4 if it can't do that. But of course it can.

Sounds like Water physics to me.. if combustible liquid is very flammable, then, reversed gravity.. flames fade out while going UP! ;)

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Izzy wrote:
Izzy wrote:

McNum wrote:
Ooh, a forcefield bubble.
Could you, umm, next time you show something like this off, point the flame jet at the bubble and have the fire wash around it all awesome UE4 style? I'll be disappointed in UE4 if it can't do that. But of course it can.

Sounds like Water physics to me.. if combustible liquid is very flammable, then, reversed gravity.. flames fade out while going UP! ;)

I was thinking like a flamethrower. Burning gas/liquids expelled at pressure in a horizontal direction, but impacting a surface will cause the flame to bend around the surface. But is sort of water physics, or rather water physics are sort of particle physics when in motion.

I just want to see what happens when a flame jet is pointed at a forcefield, though. Should look cool.

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Could be a combination of

Could be a combination of both depending how the flamethrower works. Most of the early ones sprayed out a mixture of oil and some other flammable liquid that was ignited... so it'd follow fluid mechanics. More modern ones ignite highly pressurized gas... so it'd follow Particle/Gas Mechanics. Now if the person is just a pyrokinetic, it'd be assumed he/she ignites the air and controls it so that'd follow Gas Mechanics.

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Did anyone watch the latest

Did anyone watch the latest Cosmos: A Spacetime Oddyssey?!

I loved the way they used camera filtering for visible light, infra red light, x-ray light and my PERSONAL favorite Radio-Ray Light. The way they showed those radio waves was AMAZING!

If there's to be a lightwave type set (for people who want to fry people with microwaves, or send "telepathic" waves, etc) PLEASE have a look at that visual! I saw it and immediately ran to this forum to write of my transcending experience.

<3 Thank you Neil deGrasse Tyson!

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Lord Nightmare wrote:
Lord Nightmare wrote:

Could be a combination of both depending how the flamethrower works. Most of the early ones sprayed out a mixture of oil and some other flammable liquid that was ignited... so it'd follow fluid mechanics. More modern ones ignite highly pressurized gas... so it'd follow Particle/Gas Mechanics. Now if the person is just a pyrokinetic, it'd be assumed he/she ignites the air and controls it so that'd follow Gas Mechanics.

I could do a demonstration of liquid mechanics........

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Doctor Tyche wrote:
Doctor Tyche wrote:

I could do a demonstration of liquid mechanics........

Please!

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Lord Nightmare wrote:
Lord Nightmare wrote:

Could be a combination of both depending how the flamethrower works. Most of the early ones sprayed out a mixture of oil and some other flammable liquid that was ignited... so it'd follow fluid mechanics. More modern ones ignite highly pressurized gas... so it'd follow Particle/Gas Mechanics. Now if the person is just a pyrokinetic, it'd be assumed he/she ignites the air and controls it so that'd follow Gas Mechanics.

i guess this would look great when PhysX will handle it, but i'm wondering how the GPU will deal with it when theres a Raid with 100's of players. Does the effect automatically switch from PhysX to a prebaked particle stream path? Meaning... does it use 3 streams...
1st particle stream.. from enemy Hand to your outside center of Forcefield (contact point)?
2nd particle stream from forcefield Contact point to left 45+ degrees.
3rd particle stream from forcefield Contact point to right -45+ degrees.

Hmm... I guess this might work... but might require a extra particle stream or two to make it seem more curvy in its paths as it bounces off the force bubble.

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Izzy wrote:
Izzy wrote:

Lord Nightmare wrote:
Could be a combination of both depending how the flamethrower works. Most of the early ones sprayed out a mixture of oil and some other flammable liquid that was ignited... so it'd follow fluid mechanics. More modern ones ignite highly pressurized gas... so it'd follow Particle/Gas Mechanics. Now if the person is just a pyrokinetic, it'd be assumed he/she ignites the air and controls it so that'd follow Gas Mechanics.

i guess this would look great when PhysX will handle it, but i'm wondering how the GPU will deal with it when theres a Raid with 100's of players. Does the effect automatically switch from PhysX to a prebaked particle stream path? Meaning... does it use 3 streams...
1st particle stream.. from enemy Hand to your outside center of Forcefield (contact point)?
2nd particle stream from forcefield Contact point to left 45+ degrees.
3rd particle stream from forcefield Contact point to right -45+ degrees.
Hmm... I guess this might work... but might require a extra particle stream or two to make it seem more curvy in its paths as it bounces off the force bubble.

One of the things supported by most recent stuff that uses PhysX is the notion of a "hardware budget", which estimates the hardware load in real time, based on a variety of feedback from the hardware itself, and the cost of particular types of effects at various detail levels. That budget is then allocated out to the various things PhysX has been told to render, according to a variety of non-trivial logic. However, the end result is that generally things degrade smoothly; if the hardware is peaking out, PhysX will reduce the detail level of things progressively, based on a variety of factors (how important it has been told they are, how much of them is even visible, how much it would gain by reducing one, and so on).

So, for example, a stream hitting a bubble a foot in front of your nose will generally be one of the *last* things reduced in detail, but if the stream itself is off-screen, and all you're seeing is the splash effect from it hitting a bubble, and even *that* is on the other side of the fight, and only visible through a semi-transparent blob of enemy? If you've got the hardware to manage it, sure, it'll render it full detail -- but rather more likely is that it will be one or even two levels of detail (LODs) below what it would be right in front of your face.

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Interesting! I love

Interesting! I love intelligent tech.

Spurn all ye kindle.