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Engo

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May 16, 2016
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The ability to rewind when reviewing battle replays; for when you miss something or just want to watch that perfectly executed attack again and again, while wearing nothing but your underwear and a Peaked Cap you purchased from the military surplus store and mutter to yourself:

"Who's the big General? Me... I'm the big General"

...that is all.

See you all when the game is released.
 
If I am remembering back this rewind capability was a feature in WRD on release but was later removed because there where problems with it. But maybe if they have managed to fix the problems it could be back because it was a great feature.
 
Rewinding replays is actually not a very simple request...
Think the current replay system simulates every action taken by the players.
For rewinding it would need the actual position & status for every unit at that time.
I think they once tried it to make it rewindable but it was horrible.
 
Well there you go; I didn't really believe any of you at all.

But then I checked all of my other strategy games and they were the same. And then I checked google and basically corroborated the above posts.. and now I feel unnecessarily judgmental for someone with no knowledge on how computers work.

So what prevents the ability to select a point on the timeline and jump back to that "set of values" ? I mean I don't think anyone actually needs the replay to physically play in reverse; but the ability to go back say a minute or two would be perfect.

(It's so interesting I always assumed it was basically a recording of the match; not a creepy cloned version based on the data)
 
Well there you go; I didn't really believe any of you at all.

But then I checked all of my other strategy games and they were the same. And then I checked google and basically corroborated the above posts.. and now I feel unnecessarily judgmental for someone with no knowledge on how computers work.

So what prevents the ability to select a point on the timeline and jump back to that "set of values" ? I mean I don't think anyone actually needs the replay to physically play in reverse; but the ability to go back say a minute or two would be perfect.

(It's so interesting I always assumed it was basically a recording of the match; not a creepy cloned version based on the data)


Yes, doing things backwards is not a simple thing. There is no law that prevents it but it means an awful lot of code and I figure Eugen considered it just not worth the effort for such a rather minor feature. It's hard to explain it though, if you don't have a programming background. But if you did, you wouldn't ask, of course. Just remember that you're not watching a video there; reversing that would be easy. But all of the effects would have to be done again and that's quite hard. To illustrate this, let me give you an example that's probably more easily understandable:

At minute 1:00, the replay says an artillery fires a shot somewhere. In this action it's already said where exactly the shot will go and how much damage it will deal when it lands. The replay keeps this in mind and at minute 1:10, it knows that the shot touches the ground now and simulates the damage to everything that's there. Now, let us assume you would want to rewind this. The game now turns to minute 1:10 and we know that the artillery shot fired in minute 1:00 should hit something here. But the information for that is all saved at the point of minute 1:00, not minute 1:10. So the game would have to take into account all the actions that were initiated before the point where it is right now as well, including maybe an order for an infantry unit to move somewhere (and still moving) like 5 minutes ago. All of this would have to be circumvented somehow and believe me, I've only scratched the surface here. Simulating a battle forward is much easier though because it means running the same battle engine that is used in real battles and just entering the commands from memory instead of letting the players do it.


The ability to go back a minute or two would also mean saving a certain state; if there is no way to save a game (and I don't think there is) this would have to be implemented as well. It would mean turning temporarily held variables into a consistent state. Save games have to be compressed; Wargame takes a few Gigabytes of RAM and quite a bit of this is used to save the state of a running match in an easily and quickly accessible form (so the game can run smoothly) which is on the other side very storage-intensive. In order to create a save game this would all have to be broken down from a few hundred Megabytes to just less than ten. Having a real recording would make replays incredibly huge and is simply not feasible. You'd probably have to delete your replays if you had more than ten just because you'd run out of space and I don't think that's worth it for everyone just so they could rewind a replay although I know it's a bit annoying if you missed something at minute 50:00 and you would like to see it again.

If saving a game is not an easily viable action then going back to a certain point would mean simulating all the actions of the match (because that's what's saved in the replay) all over again from the start up to that point. And I know that when I go to speed 10x it still doesn't run faster than like 8 times or so, so it would take quite a lot of time for a normal computer to do that.

I hope I could help you a bit with that.
 
Yes, doing things backwards is not a simple thing. There is no law that prevents it but it means an awful lot of code and I figure Eugen considered it just not worth the effort for such a rather minor feature. It's hard to explain it though, if you don't have a programming background. But if you did, you wouldn't ask, of course. Just remember that you're not watching a video there; reversing that would be easy. But all of the effects would have to be done again and that's quite hard. To illustrate this, let me give you an example that's probably more easily understandable:

At minute 1:00, the replay says an artillery fires a shot somewhere. In this action it's already said where exactly the shot will go and how much damage it will deal when it lands. The replay keeps this in mind and at minute 1:10, it knows that the shot touches the ground now and simulates the damage to everything that's there. Now, let us assume you would want to rewind this. The game now turns to minute 1:10 and we know that the artillery shot fired in minute 1:00 should hit something here. But the information for that is all saved at the point of minute 1:00, not minute 1:10. So the game would have to take into account all the actions that were initiated before the point where it is right now as well, including maybe an order for an infantry unit to move somewhere (and still moving) like 5 minutes ago. All of this would have to be circumvented somehow and believe me, I've only scratched the surface here. Simulating a battle forward is much easier though because it means running the same battle engine that is used in real battles and just entering the commands from memory instead of letting the players do it.


The ability to go back a minute or two would also mean saving a certain state; if there is no way to save a game (and I don't think there is) this would have to be implemented as well. It would mean turning temporarily held variables into a consistent state. Save games have to be compressed; Wargame takes a few Gigabytes of RAM and quite a bit of this is used to save the state of a running match in an easily and quickly accessible form (so the game can run smoothly) which is on the other side very storage-intensive. In order to create a save game this would all have to be broken down from a few hundred Megabytes to just less than ten. Having a real recording would make replays incredibly huge and is simply not feasible. You'd probably have to delete your replays if you had more than ten just because you'd run out of space and I don't think that's worth it for everyone just so they could rewind a replay although I know it's a bit annoying if you missed something at minute 50:00 and you would like to see it again.

If saving a game is not an easily viable action then going back to a certain point would mean simulating all the actions of the match (because that's what's saved in the replay) all over again from the start up to that point. And I know that when I go to speed 10x it still doesn't run faster than like 8 times or so, so it would take quite a lot of time for a normal computer to do that.

I hope I could help you a bit with that.
Yes, I thought all about this. In Falcon4 legacy sims (BMS4) in case of hunderds of units only 1-2 min ACMI file is about 100-150 MB but as I know in every 1/8th second is logged tons of data.

In case you wish to create for yourself a rewindable replay and do not want to upload in the age of TB size HDDs who cares...?
Simply should be an option to convert this big replays into non rewindable or the base setting should be this for creating replay files.
 
I just hope it will have good replays in which we can turn off the hud and change speed, as well as change camera angles and see many things from different perspectives.
 
Every game is recorded automatically. If the files were big enough to rewind (as in position of every unit, shell, etc was recorded rather than just actions taken), then pretty soon our hard drives would be filled to the brim with enormous replay files.
 
Every game is recorded automatically. If the files were big enough to rewind (as in position of every unit, shell, etc was recorded rather than just actions taken), then pretty soon our hard drives would be filled to the brim with enormous replay files.
Of course have to be optional to record them in RD style of even turn off.
 
For creating better movies some elements could be changed with cinematic view turned on, compared to Wargame. E.g. removing smoke behind tank shots or behind rockets (as their engine didn't work for all the flight time) and make MUCH less infantry tracers. Maybe it helps during game but in my oppinion it looks silly if you want to make a movie from replay or just watch the action like a movie.