The MAG Factor
The tech challenges behind the first 256-player console action game.
Quietly going about its business in a closed beta phase, Zipper Interactive's MAG is one of the most intriguing games Digital Foundry has taken a look at recently, and an important milestone in the evolution of online console gaming.
Sure, massively multiplayer games are nothing new, and MAG's support for 256 players is probably small beer up against some of the behemoth MMOs available for PC. But this isn't a relatively snail-paced role-playing game we're dealing with here. MAG's real innovation is in the fact that it can handle those 256 gamers in a fast-paced action environment where minimal latency is crucial. It aims to surpass the quality of the peer-to-peer multiplayer experience found in most console titles, and it's set to do so with a series of incredibly vast arenas teeming with human players.
I've played it, and the result from a technical perspective is pretty astonishing. MAG works, and it is quite unlike any other console shooter. Based on what I've experienced, it has its strengths, it has its weaknesses, but in a genre where familiarity breeds contempt, Zipper's core technology is clearly providing a gameplay experience not found elsewhere. In a somewhat over-populated market sector, this is important.
However, the usual Digital Foundry tech analysis can only go so far, because it's clear that the real technical achievement isn't located in the 3GB of client-side code and data you're invited to download when you enrol into the closed beta. All the real magic is happening in the US on the dedicated servers.
So there'll be two sides to this particular piece. We can - and will - give you the basic technical facts behind what we see in terms of frames and pixels in the MAG beta client, but more importantly, we spoke to the people that count at Zipper Interactive and SCEA to get a flavour of what's happening server-side in California.
After creating your character, MAG gameplay kicks off in epic style, with bird's eye view of the gameplay arena into which you'll spawn. The first thing you'll notice is the sheer population of the game. The spawn points are obviously busy, and are typically located near to strategically important flashpoints on the map. It's particularly tempting simply to sit back and watch the action play out on the battlefield in front of you. However, once you've selected your loadout of weapons and equipment, you're essentially thrust into the thick of it.
Initially it is a very daunting experience. MAG players are divided up into squads of eight, and in-game voice comms are limited to those players, but the action on-screen can feature a multitude of players, some aligned to your faction and some that aren't. There is an overwhelming sense of feeling small and insignificant in the overall scheme of things.
Never has teamplay been such an important factor as it is here. Squads need to communicate closely in order to survive, and squad leaders need to coordinate with the other teams in the same faction to stand any real chance of success up against similarly organised opposition. The first instinct is to get stuck in as a lone wolf, but it doesn't work. The best way to get the most out of the game it to read up on its intricacies with a good guide and attempt to form a friends-based squad.
As you might expect, the more you play, the more experience you earn, meaning promotions, more equipment and more specialised loadouts.
So, from a technical perspective, what can we expect from MAG? Vast playing areas and 256 gamers is going to require a pretty serious engine to run it all. First impressions on the MAG beta are that while the artistic style is somewhat traditional, the technical accomplishment on the visuals is more than respectable - we have native 720p, we have classic 2x multisampling anti-aliasing (relatively rare on PS3 titles), and Zipper has opted for image consistency over frame-rate by employing triple-buffered v-sync.
Apologies for the presence of the somewhat inane in-game chat, but this is MAG performance in here and now during its closed beta phase.
Similar to Sucker Punch's inFamous, MAG runs with no frame-rate cap. While a 30FPS average is seen across the whole six minutes of video above, frame-rate can drop into the teens, but conversely, it can exceed 30FPS too - sometimes even reaching 60FPS (sky views, for example). Texture quality and filtering are excellent, by and large, which is perhaps surprising bearing in mind the sheer size of the levels.
"This is our first entry on the PS3 and represents a completely new engine for Zipper," says the firm's technical director, Jason Tartaglia. "While it is largely a forward renderer, it does employ some of the techniques used by fully deferred renderers including separate light and normal buffers which provide us with a good blend of performance and fidelity. Probably the single most important aspect of the current engine is that over 90 per cent of it runs on the SPUs. This has allowed us to parallelise all of the other game processes during the rendering of our frames."
"We keep our resolution standards higher than most other games of this kind," adds art director Russ Phillips. "The way we stream our game content allow us to do this. We also have a great system for applying a detail texture to each material so as the player gets very close to the side of a building you don't see a mushy mess - you see a nice pitted or scratched-up metal. Lastly, we really felt that consolidating thousands of textures at miscellaneous resolutions down to a few hundred with higher quality was the answer. With this streaming technology we're allowed to create materials with a theme for one scene, then stream those out and a new theme in as you move into a new area of the game."
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Comments (37) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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It looks pretty darn sweet, and a lot more fun that the latest Battlefield iterations which are basically its nearest competitor.
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I played a lot of Chromehounds and that was kind of the way it worked. If that is how Mag works then Chomehounds was way more than 256 players.... Is that really the way Mag works? In Chromehounds you couldn't move from one "map" to another. In MMO's you move from one "zone" to another, so they are patched together so to speak. Not completely seamless, but sort of.
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You don't "have" to stick to your small area of objective, you can wander the map as you please and help out other squads / just explore although this doesn't help your squad very much. After playing for the last few weeks on a regular basis this game is getting better and better as people learn what to do and how to work together i am now very much looking forward to the release. Not without it's problems but hopefully, the majority of these will be fixed come release day.
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"From the first day of development it was always assumed that you could, and most certainly would (think group photos), have all 256 players in the same area," says Jason Tartaglia. "MAG is an open environment game; players are not shut off from entering common play spaces...Players of MAG will not detect any differences from the start of a game to the culminating moments at the centre of a 256-player level with everyone in close proximity."
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"From the first day of development it was always assumed that you could, and most certainly would (think group photos), have all 256 players in the same area," says Jason Tartaglia.
Also,
"Toward this goal we benchmarked our progress against 256 automated clients, in a grid, at one metre spacing, and all firing continuously, throughout development."
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What really struck me was this This is in contrast to previous Sony online titles like Warhawk, which used banks of conventional PS3s installed at server centres.... I didn't know Sony did that, why would they? was it cheaper to use available PS3 hardware than buying PCs? I may just be a bit thick on a saturday morning... many questions!
In any case MAG is looking quite good. Not my kind of game, but it may seem most appealing to many fps fans.
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Frontlines (and some others). Great game but it showed that all players need to be able to communicate to all other players in some way as the 'subteams' where more or less cut off from each other and couldn't coordinate.
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When I first started playing, it seemed like a generic shooter but when I ranked up and got points for unlockables the wealth of options really opened up. It's sort of similar to the talent tree in World of Warcraft except you're not limited to any specific class, in my case I'm a AK74 wielding medic with the SVER faction who performs revival duties for my squad. Another guy I know is a commando who speced up on stealth, silencers and decreased timer for bomb planting, he likes going behind enemy lines and blowing up radars, mortars and AA guns.
It's very varied.
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I haven't spent much time with the MAG beta unfortunately (Batman: Arkham Asylum, CS:S, Crysis and now NGS2 have been eating up my gaming time) but the times I have joined, it was manic. Bullets flying everywhere and people dying around me. I don't know if I will buy this but it looks quite impressive.
I wonder if Modern Ware 2 will still be using p2p rather than dedicated servers...
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Besides as I see it the game isnt finished so theres room for improvement between now and release but even so, id buy the game as it is now without a 2nd thought.
For those who havent played it yet, in my opinion this game is "Something else" and one of the most enjoyable FPS games ive played in a long time.
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The biggest shock was quite how well it all seems to work, both technically and in terms of defining objectives for each squad, making you feel like a key contributor to an enormous battle with very little noticeable lag or performance issues.
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20 comments untils the typical retard started bitching about the issues on a CLOSED BETA. Nicely done Exorbit, you got the Idiot of the Day award.
OT: I will buy MAG for sure, but I will need a headset really bad in order to play this game, hope they bundle it with the game.
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Not exactly a Sony first party dev but SOE did this kind of stuff back in 2003(!) already, with double the amount of players on a single, gigantic map in PlanetSide. In other words Sony could have been much further along by now (or perhaps should have been).
It's pretty much what the future of online shooters could be but over the years most developers have resorted to reinventing the small-scale multiplayer FPS experience over and over again. I really hope MAG, Dust 512 and PlanetSide 2 can change this shortsighted attitude. Doesn't matter on which platform (I'd love to see more on PC though, that's where the biggest potential lies in terms of technical stuff), as long as they exploit every hardware resource available.
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No frame-rate cap? That worries me, either they have vsync enabled in which case it does have a 'cap', or they don't, at which case it'll tear like crazy considering they framerate fluctuation they expect. You can't have it uncapped with vsync, as that'll always limit you to the displays refresh (60fps in most cases). That's just a sneaky way of saying "well it's capped to 60fps but it's hardly ever going to hit it"
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not true all 256 players are on the one map and everyone can interact with each other
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Do each of the squads have a specificed assigned task to achieve kind of like in a real battle like Normandy where one squad would need to take out gunners on the cliffs, and another would be assigned to punching a whole through the middle etc.
Or is it just a kill the enemy thing?
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"So to cut a long story short, it has to look pretty bland 99% of the time just to cover that slim 1% chance that all the players might get all get on screen."
You were the same person who said in the MAG thread:
"it's a meta game, you get split into squads and you can only see and interact with your direct team-mates, the other 'squads' just appear on the radar...
you don't get 128 team-mates all on screen at once
Keep moving those goalposts!
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this guy is so full of shit, you know people file patents to keep the tech to themselves, its just retarded that this guy is trying to weasel out of saying otherwise. at least be honest about why you're doing it and not lie to our faces as if we're stupid.
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Sony for instance didn't file patents on their DualShock design, another company later patented the method of creating rumble that they were already using leading to the the whole 'rumble is last gen' debacle.
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Even the sound is fantastic. Massive explosions, gunfire whizzing past your head, it all adds up to a fantastic battlefield feel.
What I love most about the game is the map design. The gameplay flows beautifully around the map as you take down objectives and meet up with other squads. I hope PlanetSide 2 takes a leaf out of MAG's mapping book.
And those who think the 256 player thing is a con, are simply incorrect.
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did you even read my post? i was stating ya what they're doing with the patent makes complete sense but its the fact that he basically lies to our faces to make himself look like hes the good guy.
This is like EA saying we needed to make NFL exclusive for the good of the NFL licenses, or jackass trenton saying its best if sony is on top of the industry. some people are so full of themselves that however heinous they act they feel as if they're always in the right.
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I'm just worried about when the game comes out and so many more people flush the servers, will they be able to keep up the lovelyness?
Also hope this won't be subsccription based. Can't imagine it would be.
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Don't expect it to be anything like BF1943.
It's not a game where you just run around shooting everything you see and capturing flags over and over. It's more tactical than that and relies heavily on communication.