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Search the Community: Showing results for tags 'optimization'.
Found 19 results
TopMassEntertainment posted a topic in QuestionsIm writing this to hopefully get some feedback from a person who works on the dev team or knows about this. but when will the squad devs optimize squad to handle ryzen properly? i have a r7 1700 and an rx 580 and on full 70 player maps get inbetween 30 and 40 fps while people with intel get 45 to 60 fps all the time. This is an answer i need to know because even though i am getting "ok" performance it isnt what i should be getting. If someone who works as a dev or someone who knows legit info on this can tell me when they will start trying to optimize ryzen processors let me know. thank you
I picked up squad again today after the last major update. Suddenly my FPS has dropped to around 25-32 with the FPS getting as low as 15 in fire fights. Before the update my FPS would be around 50 on full servers. Does anyone also have that problem, and what might be an explanation for this?
1. Ok, first of all i understand what an alpha is and the fact that everything is subject to change, but my question is: 2. I am a PR player, and checked out squad during the free weekend, loved the game except one major part of it: the performance. I understand that optimization is not a priority now, and i agree with that fact that devs should focus on features first and lastly on optimization, because that's the natural way game development should work. 3. So my question is: after optimization will finally be done, could i expect a stable 60 fps? That is the only question keeping me from making the purchase, i have no problem waiting for that optimization and supporting the devs with purchasing the game as of its current state. I just want to know if optimization will improve the performance to that extent. And i also know the fact that this is a very hard question to answer without being speculative, but an educated guess could help me a lot with making that decision. Specs: i5 4690 gtx 1060 8gb ram
Quick question to the devs or others who might have insight on the matter, Squad being a 'CPU-heavy' game and with the recent events of cheaper hexa-core and octa-core, and soon maybe 12/16-core, CPU's entering the market, what are your plans moving forward in terms of optimizing the game? Will you favor more cores (hexa/octa) over clock speed (dual/quad) or the other way around? And how is this implemented today?
Hi guys, i'm new on Squad. I really like the game and i'm now eager to see what improvements will come. I already read some Montly Recaps and some topics to get some idea what will come next. But still i have some questions for quick catch up. So i listed my questions/suggestions to get some more information from you and developers. What's your performance goal? Since i see some features will not be implemented (ie. destructible buildings) because of performance issues, how much performance improvement should we expect when the game has finished? Is it possible to achieve %80-100 fps increase when the game has done? I think performance is the most important factor for playerbase and playerbase is important factor for Online Multiplayer games. Will you remove jumping? When the vaulting implemented will you guys remove jumping, because i think its not realistic at all. What about climb over fences and walls? Permanent Bullet Decals? I see bullet decals disappears after some shots, are those affects performance too much, is it possible to make them permanent? Destructible environment? I read you have no plan for destructible buildings yet. But how about other things like tress, fences, walls? Will there be explosion craters? Asymmetric warfare? Since factions are asymmetric?!?!, will there be more diversity between factions? Play style is almost same for all factions atm. I think there should be different tactics for different factions. Like will there be booby traps or tunnel network system for militias/insurgents since we know USA and Russia gets Helicopters for sure. Thats all for now, keep up the good work...
Hey guys am pretty shure a lot of people have talked about this but am just wondering if there is a devoloper than can anser me this what will be the next optimization update becouse it really laks it i know i dont got the best pc and i know you guys are bissy and i know that alpha 8 was just on that but just wondering becouse compared to other games that side is pritty bad and i love this game good job guys and a tip if you guys can implement a compas inseted of the hud for more realism that would be good thanks and later guys.
I couldn't find this specific issue while searching. Let me preface that my PC technically is below minspec, but runs the game fairly playably! Usually around 30-40 FPS, though I don't count. ... That is, until I zoom in via binoculars. The FPS drops down to 10-15. So I'm wondering if either 1) anything can be done in tweaking to decrease the FPS hit from using binoculars or if 2) other people get this issue, and so it's something that the devs could look into fixing. My specs are: Windows 7 1600x1200 all low settings AMD Fx-8310 Eight-core, 3.40 GHz 8gb ram GTX 465 1gb
With the target date for the next major update being in early November (Great birthday gift! Thanks devs!), people are wondering what the team is working on. I don't know the ins and outs, but the one word that comes up is "optimization". So what is it exactly? PC Gamer wrote an article recently explaining just that. http://www.pcgamer.com/what-optimization-really-means-in-games/ It's definitely worth the read. What did I take away from the reading? Basically programmers are gods.
Looking into possibly getting Squad, but wondering how well I would be able to run it. Really wanting a decent look at playable fps. Is it possible? If so, leave recommended settings if I end up getting it. Specs: i7 3770 , GTX 750Ti , 8GB, DDR3 Also, can we expect some big performance updates any time soon?
I apologize if this topic is too negative - But I hope the Offworld team appreciates criticism by the community. Some brief questions to the devs about common concerns in the Squad community: - Why focus on performance heavy (but neat) things like dynamic foliage, barrel smoke etc. when the server-player sync is sweating at 70p, inf only, low detail maps? Will the server-player sync handle such things on a 100p vehicle map? Can you afford spending resources on this when there's sync issues already? - Some insiders have hinted you may have to abandon the 100p combined arms goal and stick with a smaller scale/fewer vehicles maps due to resource restrictions. Why are you adding more high resource features instead of abandoning these if they risk costing so much you must give up the 100p C.A. goal? - The current v. is poorly optimized for all, and worse still for AMD users. Current early alpha graphics are p. much on par with PR:BF2, and I can run these maxed at ~20FPS, when I can run the gorgeous Battlefront reboot at ~100fps, (64p with vehicles). Shouldn't optimizing/improving graphics be a #1 priority, rather than adding more content? - The design of the maps leaves a lot to be desired. Yes, the Russian maps+TrueSky look better, but still. What we've seen from the community artists/modders is gorgeous. What priority vs. adding more content is given to releasing mod tools atm? Will you, once mod tools are released, focus on working on the much needed polish of gameplay aspects like controls, optimizations, streamlining, and engine features, and let the community create most of the art and content like maps/new vehicles, with an efficient incorporation of the best of this to the base game? - What many people liked about the PR inf controls vs. those of, say, ArmA was the quicker, more responsive and direct, 'arcade-ish' feel since it felt like you were the soldier, whereas the hyper-realistic ArmA controls with delays, wobbly camera (which is 'realistic' - your head moves around IRL - but put on screen, you can't use the part of your brain that compensates for this to give a steady perception), and exaggerated endurance effects makes it feel like your soldier has brain damage from sniffing glue. If Squad is the spiritual successor to PR, and is "a balance of arcade, teamwork, and realism", why add hyper-realistic features that make controls less responsive and direct, like momentum while sprinting, excessive camera wobble, stamina effects on camera movement, breath hold for short range weps (which ruins suppressive fire), too much recoil climb vs. recoil spread, delayed animation start for switching weapons and reloading, etc., which makes it feel like someone else is controlling your character? - With the explosion of new players in a game where a good gameplay experience relies mostly on playing with like minded people, why not add things like automatic mic check to join certain servers and such tools to filter servers by desired play style? In Squad, you all too often have a bad time by only finding casual no mic players when you want teamwork, or only serious mic users getting annoyed at you for wanting to play casual without voice chat. I hope you have time to answer some of this. Sincerely, Bollz and the community
Rainmaker posted a topic in General DiscussionFrom the new update this is the most exciting one, lets talk about it: http://joinsquad.com/readArticle?articleId=90 "NetMove NetMove, our generic networked movement system that we've built to support vehicle movement, is now functional. NetMove removes the heavy calculations from the clients and only requires the clients to calculate their own movement, not everyone elses as well. So for the server and the clients you will see movement taking up less CPU. What about network? We have also optimized the network side. We group movements together, added interpolation and only send data when we need to on a client by client basis. Instead of the old system that sent data to all the clients all the time." Does this mean it will fix (to some extent maybe?) the delay problem (in the netcode - lowtick rate problem) we get when we get killed behind cover? What does NetMove mean for the FPS, will the game run better on our PCs overall with this change? I also like that they are working on making soldiers with different kits recognizable now, like it is in PR. If they won't make removal of player tags a server option, maybe we can mod it and it remove it ourselves, then we could see with our eyes who is who with what kit they have.
Give users a choice of animations they really need. I don't care how enemy click trigger or reloading far of 50 yards. I don't care how enemy throwing grenade or something like that...anyway I don't help my teammates at this range at this conditions. What you gonna do, when vehicles will be in game? More animations, more getting low on FPS.
I noticed, that if the server is less than 20 players I have 60 fps and if the server is more 50 players, I have 25-30 fps. I have a question: what a difference how many players on the server are, if I'm not see them? I mean if they don't download on my screen, why my fps drops?
Hello Squaders! System Specs Motherboard: MSI Z97 Gaming 5 Intel LGA1150 Z97 ATXCPU: Intel i7 4790K @ 4GHzMemory: 2x8GB DDR3 @ 1866MHzGPU: Radeon R9 390 8GB (stock clock - MSI)Storage: Samsung 850 EVO 250GBMonitor: BenQ XL2411 (144Hz Monitor)AMD Catalyst Driver Version: 15.7.1 Like many of you after months of high anticipation I finally got my hands on the closed-Alpha of Squad. The first game I played ran very smoothly after reducing some settings (dem shadows). After my second game though (I closed the game in-between) I experienced some random crashes with a message warning me that my GPU driver crashed. What happend in more details is that at random points in-game my game will freeze, I lose control, and after a few seconds the game goes dark and then closes with the warning message then popping up. Now since then I have updated my AMD Catalyst driver to Version 15.7.1 (the latest non-beta), I have reduced all my settings to medium and I tried the usual rebooting & checking the troubleshooting section of the Closed-Alpha download page. Doing so changed nothing and if anything made the crashes more prominent. I later foolishly changed my refresh rate from 120Hz to 60Hz using Catalyst Control Centre and I now freeze (not crash) on the login menu. After reverting back the freeze is still present. As you can expect I am very frustrated by this and I really want to help in anyway I can. If you experience similar issues please comment on this post in the hope of getting the attention of a developer/someone with a fix. I will answer any questions as quick as I can and of course will update with any solutions I find. Thank you TL;DR: Constant 'random' GPU driver crashes in game and with now some freezes at the login menu. Running an AMD card. Latest Catalyst Drivers. If I can even get in-game, it will crash sooner than later. Reduced all settings, changed some driver options, still crashes. Update 1: After a suggestion by a Redditor I have updated my GPU drivers (AMD Catalyst) to the beta one (15.8). This made me go past the Login Page freeze and actually got me to play a whole game! Though after the second game (dejas-vu...) my game started having GPU Driver Crashes again. The map where I crashed was a daytime map and was a very open one, with a lot going on on the screen (I don't know the map name). I reduced all my settings to minimum (except for textures on Medium - come on I have 8GB vram) and I still had the driver crash. The search continues...
I'd like to start a discussion about performance problems with the game. Problems that I feel are very important to be highlighted at this stage. Issues that I don't believe most Squad players are aware of. Please bear with me here. Or skip to short summary at bottom if you can't be bothered to read it all. We have been told that the main reason for poor performance in Squad is the animation system. I'm sure this is true and I'm very much looking forward to seeing the results of the new system the DEVS are working on. However, there are actually bigger performance issues at hand that I don't believe any one seems to be aware of. After spending the last month or so experimenting to ludicrous lengths, I've finally found a way to consistently reproduce the problem that I want to bring to everyone's attention... It seems that when viewing the map/level from a distance, the Frames Per Second can drop considerably. I first noticed this when I would jump onto a wall or high building, allowing me to see further into the distance on some maps, to find the FPS drop by a considerable chunk. I initially assumed it was all the other players and their animations being sent through the server and back yada yada yada, just as we've been told by the DEVS, but after playing around with the 'free-look camera', I realised this has nothing to do with the animation system, and the issue is far, far worse when elevating to a much higher altitude and looking down on the map. I found a drop in FPS by over half!!!! If I may, I'd like to share with you a video I made, demonstrating the problem. - What I did was start a single player game, or 'training mode', and manually change the map to Chora (which is by far the worst for this issue). This eliminated any possible animation-based performance drop as no one else was present on the map with me. FPS was super high as I have a very powerful machine. Then I elevated the camera up high and looked down to view the whole map below to find the the FPS come tumbling down to way below 30fps. The bigger concern was that despite lowering the graphics settings to the absolute bare minimum, the FPS hardly increased at all. The real problem with this is the idea of using airborne vehicles like helicopters - it's going to hinder the pilot with very low FPS. I can only imagine how bad it would be for someone who doesn't have a super-fast Intel CPU with an over-clock like I have. (THIS IS NOT A GPU PROBLEM, AS YOU'LL NOTICE IN THE VIDEO THE GPU USAGE IS EXTREMELY LOW DESPITE THE LOW FPS). I'm aware that some CPU optimisation is due, but are we really going to see an increase of 30FPS+ ??? Because that is what it's going to take to satisfy most players such as myself who absolutely need 60FPS as a bare minimum. (First world problems, I know!) I hate it when people casually ask the DEVS to just 'chime in' as if they don't have anything better to do, but in this particular case, I think we could all benefit from hearing from someone involved with developing the game, or even just the maps and their assets. Is this issue going to be sorted? Can we expect enough optimisation to clean up the problem? I'm sure the DEVS are already well aware of this as they must be zipping up and down the map in 3D space as they're designing the level. Surely??? SHORTER SUMMARY: When looking down the map from higher up, or even down the map from a slightly higher perspective than the ground, FPS can tank considerably, despite no one else playing on the server / game (which eliminates the possibility for the animation system to be the culprit.) Any help or feedback on this issue from anyone would be hugely appreciated, as right now, I'm very worried this is going to totally destroy the life of this game for a large majority of us. Edit - 3700K @ 4.4Ghz. !
As soon as I started playing i noticed the lag (despite having turned everything down to medium/high 1024px shadows) ~6gb ram and ~12gb pagefile was in constant use, but as soon as i disabled my pagefile all together, rebooted my computer, it went down to ~3gb ram and ~6gb pagefile (at least according to the task manager and afterburner), would love some input from a dev and if you guys could investigate further whether there's a connection between this phenomena and if you can somehow plug the hole since I'm now running (almost maxed out) with the only exception for no fxaa/msaa and 2048px shadows at 1080p with ~30fps (depending on the amount of explosions/smoke).
Devs. I can set arma 3 to lower settings to run smoothly. The reduction in quality is impossible to miss, but it is playable. In squad, As it is with my current configuration, I get 30% CPU consumption, Extended %100 disk usage, up to 5GB of memory, and my GFX card doesn't handle the pressure. Here is my question, are you Devs planning to optimize Squad to the point that players with less capable PCs can run it, or do you hope to keep the quality change minimal to avoid the glitching that comes with players on different quality setting?
BlackPlague posted a topic in Software SupportOK so I have been looking all around forums to resolve my issues with FPS and I noticed a few differences. On single player I get 70 to 120 fps average inside compounds which is fine but when I go to a mountain top of a hill and look into the distance it drops to 30 to 36 FPS which is understandable. Also the settings are at High for distance, textures and effects everything else on low. But here's the kicker, on multiplayer I play with the same settings or DROP everything to low and I can never get past 19 FPS. The best part is when I change the settings from epic to low the FPS stays at 19! Doesn't go past that. Now my computer isnt the best but its also not the worst. I can run every game at about high to medium settings and get 50 FPS. Ex: BF4, Insurgency, Red orchestra. Also I noticed my CPU runs at about 50 percent... SPECS: Windows 8.1 AMD A4-6300 APU with integrated graphics card. (Dual Core) Nvidia Geforce 960 GTX 8 GB Ram Internet speed 60 mbps So if anyone can give me any insight on why the big fluctuation especially Devs.
I'm not a programmer or anything so forgive me for my ignorance,but...would it be possible to give players different options when it comes to rendering 3d scopes? I mean if a player has a high end GPU,instead of rendering the scene twice,a technique using supersampling (rendering the scene at a higher resolution than the monitor can display) and magnifiying the center of the screen could be used. Giving players the options of using old methods as you'd see in goldeneye,battlefield 2/3/4,and pretty much every other fps with a sniper scope would be nice too.