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Cr0wst0rm

Cr0wst0rm

On 4/8/2024 at 3:47 PM, SylenThunder said:

Do note that the game does not care about your RTX with 16GB VRAM. It relies on the capability of your CPU.

If you want to get assistance with your issue, start a thread in the correct location after following the instructions.  This is not a discussion topic for the dev diary.

This is not a question, this is a statement. I have substantial proof from the researched game source that there are infact places which make absolutely no sense (for example drowning buff checks on zombies in the game update loop etc)

Now with the respect to the devs, there were already attempts to optimize the performance (TickEntitiesSlice), however, this approach will eventually fail (because you still have to eventually process all the entities on the game thread)
You could also try to even lower the workload so you would slice limited number of entities (5 entities frame 1, 5 other frame 2)
This will, however, worsen the visual output. Relying on gamethread only is just not feasible. And this is why threading should be used.
Buying a new CPU just because it has 2 more GHz just so it catches up to the terribly optimized gamethread is just not a solution, but an excuse.

There are also places which are not dependant on the game framerate (for example camera movement is framerate dependant, management of environmental events such as AI perception is NOT)

So what I would like to conclude is that the developers/moderators should NOT tell their players to "buzz off and buy better hardware" when you can very easily utilize the already used hardware which supports multithreading.

Cr0wst0rm

Cr0wst0rm

On 4/8/2024 at 3:47 PM, SylenThunder said:

Do note that the game does not care about your RTX with 16GB VRAM. It relies on the capability of your CPU.

If you want to get assistance with your issue, start a thread in the correct location after following the instructions.  This is not a discussion topic for the dev diary.

This is not a question, this is a statement. I have substantial proof from the researched game source that there are infact places which make absolutely no sense (for example drowning buff checks on zombies in the game update loop etc)

Now with the respect to the devs, there were already attempts to optimize the performance (TickEntitiesSlice), however, this approach will eventually fail (because you still have to eventually process all the entities on the game thread)
You could also try to even lower the workload so you would slice limited number of entities (5 entities frame 1, 5 other frame 2)
This will, however, worsen the visual output. Relying on gamethread only is just not feasible. And this is why threading should be used.
Buying a new CPU just because it has 2 more GHz just so it catches up to the terribly optimized gamethread is just not a solution.

There are also places which are not dependant on the game framerate (for example camera movement is framerate dependant, management of environmental events such as AI perception is NOT)

So what I would like to conclude is that the developers/moderators should NOT tell their players to "buzz off and buy better hardware" when you can very easily utilize the already used hardware which supports multithreading.

Cr0wst0rm

Cr0wst0rm

On 4/8/2024 at 3:47 PM, SylenThunder said:

Do note that the game does not care about your RTX with 16GB VRAM. It relies on the capability of your CPU.

If you want to get assistance with your issue, start a thread in the correct location after following the instructions.  This is not a discussion topic for the dev diary.

This is not a question, this is a statement. I have substantial proof from the researched game source that there are infact places which make absolutely no sense (for example drowning buff checks on zombies in the game update loop etc)

Now with the respect to the devs, there were already attempts to optimize the performance (TickEntitiesSlice), however, this approach will eventually fail (because you still have to eventually process all the entities on the game thread)
You could also try to even lower the workload so you would slice limited number of entities (5 entities frame 1, 5 other frame 2)
This will, however, worsen the visual output. Relying on gamethread only is just not suitable. And this is why threading should be used.
Buying a new CPU just because it has 2 more GHz just so it catches up to the terribly optimized gamethread is just not a solution.

There are also places which are not dependant on the game framerate (for example camera movement is framerate dependant, management of environmental events such as AI perception is NOT)

So what I would like to conclude is that the developers/moderators should NOT tell their players to "buzz off and buy better hardware" when you can very easily utilize the already used hardware which supports multithreading.

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