[QUOTE=LyndonL;275928]
My biggest concerns are net coding too. That’s a make or breaker with online FPS, and although I haven’t really seen it I hear its a problem with the idTech engine. [/QUOTE]
the “vanilla” version of idtech4, meaning doom3, had some mayor network issues. i think it was the first (and probably only) manshooter that introduced per poly hit detection.
also, “normal” guns in shooters are hitscan weapons. cant go into deep detail here, but it means that there are no flying bullets actually. theres just a simulation where the bullet might fly where your crosshair is. in doom3 there was actually flying bullets. so that took a lot of calculating time and bandwidth.
i think those are the 2 main reasons why the networking code in doom3 was crap.
etqw in comparison which is based on the same tech had hitboxes. so that saves a lot of bandwidth. etqw runs smoother than doom3 thats for sure. etqw had different issues. its optimized for 30fps. also, the animations are done in 30fps. so, if you unlock this 30fps to play in full 60fps the animations look “weired”. it had something to do with some interpolating stuff, but i dont remember really.
somewhere here on the forums or on the official etqw forums there is a huge discussion about that, but i have no idea where exactly.
thats one of my main concerns with brink. i hope the animations dont look as “sluggish” as etqw. watching the gameplay videos im afraid though, it just might be the case. 