Imprimis

Member
Feb 11, 2019
161
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Yeah this. Most of it runs servicably.
Its very poorly coded, especially with AMD hardware, run something like GPU-Z, and check out video memory usage. I have a 8GB RX570 and it tries to use all of it then chugs or crashes. On my nVidia hardware its hit or miss if it decides to use the proper 2-3GB amount for the graphics settings, or blows that out and also crashes. Don't expect change thou, they're raking in tons of money by adding nothing but more animations continuously and a tiny bit of token game play, so no pressure to do anything else, including UE4 bugs years old (which the AMD mem use one is, even the self admitted very slow BioAsshard team fixed that over a year ago).
 
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drwood

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Jun 12, 2019
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Its very poorly coded, especially with AMD hardware, run something like GPU-Z, and check out video memory usage. I have a 8GB RX570 and it tries to use all of it then chugs or crashes. On my nVidia hardware its hit or miss if it decides to use the proper 2-3GB amount for the graphics settings, or blows that out and also crashes. Don't expect change thou, they're raking in tons of money by adding nothing but more animations continuously and a tiny bit of token game play, so no pressure to do anything else, including UE4 bugs years old (which the AMD mem use one is, even the self admitted very slow BioAsshard team fixed that over a year ago).
This confirms every suspicion I had.
 

Krosos

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Dec 1, 2018
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Sorry but Imprimis talks shit in perfection because he has 0 idea what he actually sees and how it operates, also the Team is following visible the top to bottom approach you can argue about it.
But it is the General way in Software development that optimization run comes at the end stage im not fan of it and follow more the more task intense bottom to top approach improving from the beginning on generally and not waiting till the end.

The only real poor code is the overall CPU AI handling the rest is rather hard to optimize without loosing your Cinematic quality approach from top to bottom in a mostly realtime running light Simulation environment.

What Imprimis currently suggests could end in what many will call "downgrade"

The biggest solvable problems are rather also on the Streaming side of things not on the Render side render side would allready improve significantly with a API switch and further improve with better AI handling.

Imprimis
Play AC Valhalla it is nicely AMD optimized
 
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drwood

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Jun 12, 2019
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470
My gaming pc run AMD Ryzen 3 2300K Quad-Core Processor 3.50GHz, 16GB of Ram, Nvida GTX 1050 Ti.
Neat, I have a ryzen 2400g processer 8 gigs of ram and a radeon 580. And I cannot step foot in the kerpalli village without it chugging like an unplayable motherfucker and that's a problem that needs to be fixed.
 

Krosos

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Dec 1, 2018
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That's a massive Data size + AI overhead (Simulation complexity) problem to solve and it not only affects AMD Midrange base system users

They're 2 Main areas that crunch heavily

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Many seem to forget how Realtime Wild-Life is really

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drwood

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Jun 12, 2019
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That's a massive Data size + AI overhead (Simulation complexity) problem to solve and it not only affects AMD Midrange base system users

They're 2 Main areas that crunch heavily

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Many seem to forget how Realtime Wild-Life is really
Makes sense, I chalked it up to too many polygons lmao
 

Krosos

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Dec 1, 2018
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they're never to many really, especially when you have to fight with complex body physics and it's deformations and that as camera independent as possible ;)
No good reason for the Mushrooms they never have to be that dynamic and yet they still fail a good throughout quality and coherent texture result and for that cause a massive Streaming overhead ;)

DX11 is though not really going to hold up well with it's overheads, neither on Nvidias optimization state.
 
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McAztec

Member
Mar 28, 2021
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541
If I may throw my two cents in, it does need some optimizing in some areas. I'm running it on a 2700x, a gtx 1080, 16GB of ram and have this on an ssd and yet there are some FPS drops here and there. Granted the settings are mostly on high or above iirc, but I still see 40-50 fps here and there, at 1440p, which is not quite what you'd expect on a 1080 in this game. The 1080 is no longer cutting edge, that much I know, the resolution is of no help either, but it's still not a 1050 and the game is no Metro Exodus either. Still, there is potential, so here's hoping there will be some optimization in the future. My only fear is that they accumulate too much 'technical debt', simply put, if some code needs to be redone/optimized/changed/etc, the longer you wait, the harder it may be to do so as more and more code is written that may use that existing code and depend on it to work a certain way and it may need a rework as well since sometimes optimizing may require a fundamental change to how it worked.
 
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Krosos

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FPS drops are the lowest problem that needs to be solved really they only affect the perception on a lower scale and they mostly gonna scale up with more performant hardware but sudden freezes,ghosting or strange random Streaming behaviour are a much much bigger problem (stability of render results first over here).
And by tackling this efficient you mostly in the same run gonna improve the overall performance anyways.
 
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Krosos

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Not the first report of that hang issue must be a very edge case in Blueprint execution failing or the data not being streamed maybe because of data corruption or some other 3rd Party application running in the background causing it.

Never experienced this failure on my Setup it never failed this way.

Check install drive data and system memory integrity and disable all 3rd party applications like Virus Scanner or Analysis tools anything you can think of as being a 3rd party application or some weird driver.
 
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Fenfeck

New Member
Dec 15, 2018
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0
Welp time to drink and play vrchat. If this pile o' shit is gonna be that way. glad I decided against shilling out 10$ on patreon. I'll just rip the vids off of whichever porn site and make a VLC playlist I guess.
 

Krosos

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You could try to force SteamVR not to start and see what happens or maybe try to kill the entire SteamVR plugin, though most probably execution will fail when going with this hammer at it.

Though now it would be interesting to know if those other users where Steam/SteamVR users as well that reported this hang issue.
 

Krosos

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Dec 1, 2018
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If you realize no stutter in the Fisher Village Start Cutscene ,the Mushroom Stream in/out and the Warp Stone info appearance you are pretty safe for now.

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Im overloading a lot in the background currently for stability testing as well, so take the FPS with grain of salt they adapting constantly and most of the times way to fast for the counter precision to catch it in time, though those 8 FPS results are a max overload of the geometry pipe.

Im also improving results stability virtually each run.
 
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HardcoreCuddler

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Aug 4, 2020
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It's not. The kerpalli village is the worst offender, my pc has a ryzen 5 and a radeon 580 and while I realize that's not amazing,, I played total war Warhammer max settings with 4 full skaven armies in one battle and the fps doesn't drop that horrifically.
total war warhammer is not going to tax your computer as much as a 3rd person rpg in whatever state it currently is, probably pre alpha or something, fuk you want man? When developing a game you add all you want to add first THEN make it run well, with some exceptions

EDIT: not that the game doesn't run pretty poorly for what it is
 

Krosos

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Found hidden Mouse Direction Control for the Catcrawl, neat (while in Catcrawl Mode 3rd Mouse Button) ;)
Now you Controlling the Cat with the Mouse while Strafing Left/Right and accelerating with the Direction Keys.

If it can reach the stable 33.3 ms area this way like here constantly and fully issue Free that already would be a a very nice achievement for noobs that take straight the Adventure Path Open World complexity on the Unreal Main Branch, with a pretty high possible System reach ;)

Though only Hybrid Tracing with higher complexity will solve some of the more harder stability issues.

PS: Once it runs fully issue Free on my "Frankenstein Rig" it reached a pretty Solid state, issue Free has in this case absolute nothing todo with Render Performance as such but only with Result stability.
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Trying to reconstruct some spatial/temporal domain compression loses under compression output, trying to minimize impact on subsurface scattering diffusion and absorption results improving skin layer output perception.

Now Unreal needs to reach Vulkan stability and it will become crazy.
 
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