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2012-11-17, 09:39 AM | [Ignore Me] #1 | ||
Private
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Wasn't there talks about the HUD causing the performance problems? opening the map alone causes a nasty bottleneck everytime, yesterday I almost froze (the game slowed down for like 7 seconds) by pressing M while stealthed for some reason, not sure if it could be a bug. Why were they trying to keep optimizing render distance to trick the game into a steady performance?
Alot of people seem quite upset about extremely low frames even at low settings, perhaps they need this in their office. Has anyone followed up on this? Last edited by Eduard Khil; 2012-11-17 at 09:41 AM. |
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2012-11-17, 10:04 AM | [Ignore Me] #2 | ||
Banned
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Im sure the programmers are researching the cause, and they probably have profiles of the game engine that shows where it bottlenecks the PC and in what situations.
I would assume it takes awhile to rework some things or implement solutions. They probably had a bunch of other things on their to-do list for release. Maybe they just need to get a little breathing room in the workload until we see the biggest performance optimization attempts. Making a MMOFPS is technically challenging I would imagine. I am impressed with what they have already. |
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2012-11-17, 10:22 AM | [Ignore Me] #3 | |||
Master Sergeant
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2012-11-17, 12:39 PM | [Ignore Me] #4 | ||
Major
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I'll go out on a limb an say it's probably cause your CPU is having to keep track of hundreds of people an vehicles. With no mission system in place there really is nothing to manage the flow. The few large battles on the continent tend to have nearly everyone there. Especially with Instant Action dumping even more people into it constantly. The fps checker always says i'm GPU limited until I get to the frontline fight, then its CPU.
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2012-11-17, 01:16 PM | [Ignore Me] #6 | |||
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Let's not forget the massive ram leaks I have seen. |
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2012-11-19, 01:25 PM | [Ignore Me] #10 | ||
Slow game client performance, locking etc all sound like issues related to your PC. I was playing beta on a new PC I built a couple months ago and never had issues like that (I did have a couple CTD issues that got fixed though). I'm not saying it's not SOE's problem - they still admit such problems exist and still are making new fixes for them.
My biggest large battle concern was all of the rubberbanding / warping / vanishing that happens in large battles. I kept seeing that happen until the very end of beta. And with potentially a bazillion more new players this week, I can only see that getting a lot worse. Last edited by QuantumMechanic; 2012-11-19 at 01:26 PM. |
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2012-11-19, 01:31 PM | [Ignore Me] #11 | |||
The servers have something more like this problem: 2 people is 1 relationship, 3 is 3 relationships, 4 dudes is 6 relationships, 5 is 10 ect. It's likely neither of these is the exact situation. It really depends on what each computer has to do, calculation wise.
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. Last edited by Rbstr; 2012-11-19 at 01:35 PM. |
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2012-11-19, 01:46 PM | [Ignore Me] #12 | |||
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You mean to say you ran at 60 frames on average at any settings in large battles? How about flying on zerged areas? You can't get past 20 (maybe 30 tops) frames on large battles no matter the system, it's a problem with optimization. |
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2012-11-19, 01:59 PM | [Ignore Me] #13 | ||
Corporal
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Personally I'd like to see them tone down the amount of tracer fire a bit. Don't get me wrong, I love it but when you're in massive night battle it almost gets a little overwhelming. When you mix in the AA turrets it's a veritable crap ton!
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2012-11-19, 02:21 PM | [Ignore Me] #15 | |||
As far as performance issues go, server-side warping / vanishing / lag was always the one that affected me the most. Especially the first weekend they went without taking the servers down (when the character rollback happened). The game was simply not playable for me. I was in a heated bio lab fight and would find I got teleported back to where I was 30 seconds prior constantly. And ever since then I don't think there was a single stretch when the servers were up for more than 48 consecutive hours. |
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