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Big World performance

Slapshot1188Slapshot1188 Member LegendaryPosts: 17,652
OK I had a chance to pop into the "Big World" last night and was really impressed with the responsiveness.   One of the issues I had with prior iterations was very poor FPS.  I didn't blame the game, but my system is a bit old so I was just hoping for something playable at release.  Well current performance is WAY beyond that.  I was getting a solid 60 FPS consistently.   My rig is below:

3570k (overclocked to 4.1Ghz)
16 GB RAM
Radeon 7950

Of course that will probably go down once there are big battles with effects going off all over the place, but the step change from what I previously experienced was unexpectedly great. 

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"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator

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Coined the phrase "Role-Playing a Development Team" January 2018

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Comments

  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    Yup it's looking better; more stuff keeps rolling in to fill that world and then we can start getting what will be the gameplay loop the whole thing will play as.
  • genaknoscgenaknosc Member UncommonPosts: 112
    I feel like the initial pass addition of graphical settings options is helping some people with that. I don't see much difference in setting it to medium quality settings, and FPS is much improved.
  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,652
    genaknosc said:
    I feel like the initial pass addition of graphical settings options is helping some people with that. I don't see much difference in setting it to medium quality settings, and FPS is much improved.
    Yeah.. whatever they did made a HUGE difference for me.  I hope it stays like this!

    All time classic  MY NEW FAVORITE POST!  (Keep laying those bricks)

    "I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator

    Proudly wearing the Harbinger badge since Dec 23, 2017. 

    Coined the phrase "Role-Playing a Development Team" January 2018

    "Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018

  • JamesGoblinJamesGoblin Member RarePosts: 1,242
    Besides large scale fights (I mean really large, hundreds in small / battleground sized area), another critical test will be what happens during sieges. When they started testing (voxel) destruction some half a year ago, FPS went to hell and only partly recovered.
     W...aaagh?
  • francis_baudfrancis_baud Member RarePosts: 479
    Besides large scale fights (I mean really large, hundreds in small / battleground sized area), another critical test will be what happens during sieges. When they started testing (voxel) destruction some half a year ago, FPS went to hell and only partly recovered.
    Crowfall doesn't feature voxels afaik.




  • VolgoreVolgore Member EpicPosts: 3,872
    Does the game actually have a "big world" or is it more like PvP areas/zones?

    *curious*

    image
  • francis_baudfrancis_baud Member RarePosts: 479
    From an awesome thread created by Kraahk <3






  • botrytisbotrytis Member RarePosts: 3,363
    From an awesome thread created by Kraahk <3







    So pretty small parcels.


  • JamesGoblinJamesGoblin Member RarePosts: 1,242
    botrytis said:
    From an awesome thread created by Kraahk <3







    So pretty small parcels.
    @botrytis If you put together tens of thousands of these, it becomes kinda sorta bigger.
    Besides large scale fights (I mean really large, hundreds in small / battleground sized area), another critical test will be what happens during sieges. When they started testing (voxel) destruction some half a year ago, FPS went to hell and only partly recovered.
    Crowfall doesn't feature voxels afaik.




    Furthermore, it features no destruction in current tests.

    What might happen is that both voxels (as described in the FAQ and as seen in front page video) and these ˝bloxels˝ you linked simply get removed and replaced with good old pre-arranged destruction, because of the bad influence on (already very critical) Unity performance. It seems like one of the easier parts to cut off, if things become really bad.
     W...aaagh?
  • francis_baudfrancis_baud Member RarePosts: 479
    botrytis said:
    From an awesome thread created by Kraahk <3







    So pretty small parcels.
    @botrytis If you put together tens of thousands of these, it becomes kinda sorta bigger.
    Besides large scale fights (I mean really large, hundreds in small / battleground sized area), another critical test will be what happens during sieges. When they started testing (voxel) destruction some half a year ago, FPS went to hell and only partly recovered.
    Crowfall doesn't feature voxels afaik.




    Furthermore, it features no destruction in current tests.

    What might happen is that both voxels (as described in the FAQ and as seen in front page video) and these ˝bloxels˝ you linked simply get removed and replaced with good old pre-arranged destruction, because of the bad influence on (already very critical) Unity performance. It seems like one of the easier parts to cut off, if things become really bad.
    With all the time and effort they've spent on this particular field (first with the fully destructible world that Voxel Farm was supposed to provide, then with the different attempts to solution the wall destruction with acceptable performances), the most likely outcome imo is that they'll keep this tech they've been working on but modify it in a way that there is less calculations required, such as making the blocks bigger and fewer, removing all the unnecessary parts, and making only some walls destructible.

    It's far from what was pitched during the Kickstarter (everything is destructible: the ground, the structures, etc.) but with Unity it's not surprising that Voxel Farm or other demanding tech kill the performances.
  • JamesGoblinJamesGoblin Member RarePosts: 1,242
    If things get rough, the criteria won't be "we invested so many hours in this..." but rather "we either remove it or we fail" =)

    I hope that it won't happen, of course. But some kind of toning down seems mandatory, we agree on that.
     W...aaagh?
  • nursonurso Member UncommonPosts: 327
    edited December 2016
    JamesGoblin said:

    because of the bad influence on (already very critical) Unity performance

    francis_baud said:

    but with Unity it's not surprising that Voxel Farm or other demanding tech kill the performances
    So, would it be possible (theoretically, ofc!) to replace Unity with, let's say, Amazon Lumberyard without losing to much work? And would this be a good idea?
  • RelampagoRelampago Member UncommonPosts: 451
    Not really.
  • JamesGoblinJamesGoblin Member RarePosts: 1,242
    nurso said:
    JamesGoblin said:

    because of the bad influence on (already very critical) Unity performance

    francis_baud said:

    but with Unity it's not surprising that Voxel Farm or other demanding tech kill the performances
    So, would it be possible (theoretically, ofc!) to replace Unity with, let's say, Amazon Lumberyard without losing to much work? And would this be a good idea?
    @nurso I'm not an expert, but I guess that would cost them quite some time (= money), and they don't have Star Citizen budget. Whether Lumberyard is the right engine for a MMO is additional problem.
     W...aaagh?
  • esc-joconnoresc-joconnor Member RarePosts: 1,097
    Star Citizen could pull off the switch because they were using the Cry Engine, which is what Lumberyard is based on. No easy road from Unity to Lumberyard.
  • DullahanDullahan Member EpicPosts: 4,536
    If they are having problems with those graphics using Unity, the problem is them, not Unity.


  • nursonurso Member UncommonPosts: 327
    edited December 2016
    Star Citizen could pull off the switch because they were using the Cry Engine, which is what Lumberyard is based on. No easy road from Unity to Lumberyard.
    Oh, I see ... and that's the reason why I've asked, because of SC successful switch ... didn't know that Lumberyard is related to Cry Engine.
    DMKano said:
    The voxel data overhead is unavoidable, just look at Trove and how much bandwidth heavy it is with 50 players on screen building/destroying the world simulataneously. Ive seen my client hit 5+ Mb when in DAoC even with 300 player battle I wouldnt even hit 300Kb
    Camelot Unchained does also feature destructible buildings, but the physics are processed on the servers ... would that reduce the overhead?
  • Kunai_VaxKunai_Vax Member RarePosts: 527
    DMKano said:
    Besides large scale fights (I mean really large, hundreds in small / battleground sized area), another critical test will be what happens during sieges. When they started testing (voxel) destruction some half a year ago, FPS went to hell and only partly recovered.
    This is due to voxel stream overhead.

    non voxel games only deal with player actions and movement between clients and server, the world doesnt change so no need to exchange that data.

    Once you introduce voxels and suddenly the server has to send geometry/voxel data update each time anything ia built or destroyed, and this has to be sent to all clients in the vicinity. This is in addition to player movement, actions and skill usage etc...

    The voxel data overhead is unavoidable, just look at Trove and how much bandwidth heavy it is with 50 players on screen building/destroying the world simulataneously. Ive seen my client hit 5+ Mb when in DAoC even with 300 player battle I wouldnt even hit 300Kb

    Aside from increased client bandwidth, the server load is also increased due to having to process voxel data - no matter how much they opimize it, the performance can never be as good as if they removed the voxels from the game.

    Bottom line, voxels have a huge detrimental impact on performance, especially when you scale up the number of players on screen.
    Which makes me wonder why they went with voxels in the first place. 
    I'd choose smooth gameplay over a gimic any day of the week.

  • nursonurso Member UncommonPosts: 327
    edited December 2016
    Kunai_Vax said:
    Which makes me wonder why they went with voxels in the first place.
    Maybe because of the already existing tools&plugins for Unity, like Voxel Farm?
  • Count_DirkoffCount_Dirkoff Member UncommonPosts: 11
    Kunai_Vax said:
    which makes me wonder why they went with voxels in the first place. 
    I'd choose smooth gameplay over a gimic any day of the week.
    ACE are trying to e innovative and push the boundary in certain areas. Some ideas may work others may not. But you got to give them credit for trying.
    Babuinix
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