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godamntwitch

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About godamntwitch

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    Fireteam Leader
  1. Thinking about getting into Squad

    Gotta tell the hundreds of teams using unreal engine 4, that it's still "in development". Just to clarify, UE4 will always be in development. But at any point in its development, studios can take a build and modify it to do what they want. Or just use the base version/features without going in the source files at all.
  2. Release - Alpha 9.11

    It's not a issue solely in the Russian community. It's a problem everywhere.
  3. Changing audio source while playing

    It's an engine issue, that will most likely have to be fixed by the engine team. 4.16 brought along the new audio engine, so it's always a possibility that it may be coming up soon. I think Merlin asked a question similar to this at GDC.
  4. US using UE4 for training

    The military has been doing this for a while now. https://en.wikipedia.org/wiki/Delta3D
  5. Very Low FPS

    Having lows of 55 shouldn't be seen as a good thing. Try to imagine peoples lows if they weren't using a system that costs over 1500 or whatever you spent. They've been pulling 20-50fps for the past year or so.
  6. Optimization

    That's because the title only uses 4 cores. If he linked a benchmark in english it would say that.
  7. Optimization

    I would have appreciated benchmarks in English. But still i can find others. Here's what i found about Hellbade Senua's Sacrifice. "The results here clearly show that in Hellblade: Senua's Sacrifice that the game operates at optimal levels when using 4 total CPU cores, with any increase in core/thread count thereafter yielding no further increase in performance." https://www.overclock3d.net/reviews/software/hellblade_senua_s_sacrifice_pc_performance_review/8 It's extremely common for a dx11 title to have max 4 core usage. But it still doesn't equate to the usage of cores squad currently has. On top of that it's pushing out top of the line graphics. The rest of your examples don't really make that much sense. One is a game that is rapidly improving it's performance, and is almost okay in terms of optimization(PUBG).While the other example is a game going for the cartoon-y look, and isn't pushing the bar whatsoever in graphically or even scale of game. It also doesn't have nearly as bad as performance as squad. Then when i go down to the examples of good usage. I see games like doom which use a total different api. And then i see star citizen which has had it's optimization "****ed"(sorry children close your eyes) for a while now. Then we can go on to destiny, and i actually go read benchmarks that are in english. I read " The lack of CPU performance scaling across multiple settings sort of makes you wonder what’s going on, and whether the final launch will modify this behavior." http://www.gamersnexus.net/game-bench/3038-destiny-2-beta-cpu-benchmarks-testing-research Crisis 3, i guess you got me there. But the game was created a century ago, making it not a good comparison.For the Whither 3 you're correct in saying the game benefits from an i7 with more cores. But where your wrong is that it's using pc resources correctly. Because if you actually check recent benchmarks with chips more than 6 or 8 cores you will see the Whitcher 3 doesn't use any cores past 6. https://youtu.be/ocwwaVGUFtk?t=4m16s On a final note, if i wanted to cherry pick my best benchmarks, i would just throw out gears of war. Which scales amazingly across high cpu count, and different cards.
  8. Optimization

    Squad
  9. Optimization

    It's not disrespectful to OWI when they haven't developed a standalone themselves, while bluehole has. To how it's relevant to the topic, i'd say it's probably one of more relevant things when it comes to game development. When you have a team of programmers that is ready to redesign an engine to there liking, it's going to run a lot faster/better than a team that only has a few programmers.It's kinda like what do you expect? First off why 8k content?Is there an actual point? And is the average poly count of each of the assets? as well as your average in those scenes. And it's completely understandable that you may not be able to get everything out of the engine you may like. A lot of the time developers get engines, it's not designed to do those things, so you redesign features to allow you to get there. That's one of the reasons why ue4 is designed around whole open source model. The example of PUBG isn't a bad example. Because when you are pushing out a graphics complexity that is considerably better than squad. Then it sorta showcases the engine really isn't the fault. I also really don't think it's condescending to point out the obvious.The obvious is Pubg is a big open world battlegrounds game that is capable of taking 100 players, and put them on the same map; while giving relatively decent fps. It ain't perfect, in terms of optimization. But it's still a whole of a lot better than squad. So that's why it's used as a point of comparison.
  10. Optimization

    If you wanted to test UE4, why would you test Squads implementation of UE4 over UE4 itself? Because if you wanted to actually see how your assets looked in engine or see how good you can make a scene look without the fps bogging down that would be the path. It's not always the Engine fault when something goes wrong. It a lot of the time, it has to do with how the person implemented a feature or core systems. A big thing people seemly forget about UE4 as well, is that source code is free for developers. So when they need to work on the underlying problem; they can. To addressing your example with pubg.Pubg or bluehole has probably spent more time optimizing their work, and probably has more educated staff to tackle the problem of optimization. And it clearly shows, when you account for the assets squad has, and pubg. It's possibly a 5x increase in individual assets.
  11. Cannot Solve FPS problem

    This is completely untrue, and you keep saying it on the forums. A lot of the time, it's up the the devs to multithread there work. Not the engine. Also do you have any clue how many AAA studios have decided to switch to Unreal engine after failing at creating their own engine? Square Enix, most of microsofts first party games, Days gone, and so many more have switched to unreal. And about throwing $$$ a problem you can't fix, that's totally bull. UE4 is probably one of the only engines to provide their source code to developers for free. Meaning if they want to solve the problem on their own. They can.
  12. PC Specs That Work

    I wouldn't design a computer around a game that is really un-optimized. Just give the devs 3 weeks to make some optimizations.
  13. Direct x 12

    DX12 doesn't magically make things run better. You have to rebuild your game from the ground up to utilize a new api. That's why you see very little performance benefit when games put a new api.(IE:battlefield 4 and Mantle API)
  14. It has more to do with the developer than Frostbite. If Dice, spent as much time customizing UE4,( since they provide you the full source code to do it) then they would have been able to accomplished the same thing. It's really not a good comparison to make.
  15. High End PC: Low Performance

    Nope, just dev optimization.
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