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Diferenças entre edições de "Template:Performance"

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By the time of [[Release schedule|launch]], five year old hardware should be viable.{{livestream|17 August 2018|1h07m51|-fUWFkMvyHY}}
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[[File:MergedMaterials.mp4|thumb||start=0|end=70|[[Performance]] optimization when rendering 1300 simulated actors utilizing merged materials and meshes in [[Unreal Engine 5]] Nanite.{{livestream|2021-12-23|1h10m09|HB7gWTpeB08}} This test was confirmed post-stream to be running on a RTX 3070.{{quote|RTX3070clarification.png}} <blockquote>''What you're seeing here showcases the new modular appearance component which can combine any set of meshes and materials into a single mesh and single material at run-time. What you're looking at is over 1300 different entities, different actors. These are simulated players essentially. Previously you saw the example they were just standing still. There was no animation, there was no effects, there was no environment and it was a thousand. This is thirteen hundred playing animations, playing effects, plus the environment which is Nanite in this example. So what you're seeing is all of these players moving around and doing something and you're seeing the frame rate at about 30 on Clayton's rig.''{{livestream|2021-12-23|1h08m42|HB7gWTpeB08}}{{ndash|[[Steven Sharif]]}}</blockquote>]]
* Minimum specification of a 2014-2015 rig with a mid to high range graphic card from that era.{{livestream|17 August 2018|1h07m51|-fUWFkMvyHY}}
 
  
<blockquote>''The target is a five-year-old system when we launch should be able to run the game...  You're looking at kind of like mid to high range graphic card from that era and you should be good to go.''{{livestream|17 August 2018|1h07m51|-fUWFkMvyHY}}{{ndash|[[Jeffrey Bard]]}}</blockquote>
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[[File:RenderingOptimization.mp4|thumb||start=0|end=43|<blockquote>''Here you see that the FPS in the top right corner is like seven or eight on average, so not too good from a rendering perspective... So by merging now you can see that the same thousand players who are wearing the same armors as previously are actually having a 300 percent increase- 300 to 400 increase- in the performance of the of the FPS. So it went from 7 to about 21 on average and that is a significant optimization point that obviously this is just the beginning of the optimization efforts.''{{livestream|2021-09-24|52m48|tVWJQY8K8NY}}{{ndash|[[Steven Sharif]]}}</blockquote>]]
  
<blockquote>''I think our min spec right now is targeting 960. Basically, the goal is to have computer when we launch five years back be viable. So we're not targeting super high-end systems. Unreal gives us a lot of capability to tune down fidelity as we need it, so we've got a lot of options in there. Right now it plays extremely well even on lower end systems. And we haven't even done any optimization.''{{interview|20 April 2018|24m11|DhTvwZw_1-E}}{{ndash|[[Jeffrey Bard]]}}</blockquote>
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[[Ashes of Creation]] was [[Performance|performing]] at 50-60 FPS on a [https://gpu.userbenchmark.com/Nvidia-GTX-1080-Ti/Rating/3918 1080 Ti] during early [[Alpha-1 testing]].{{quote|alpha-1-fps.png|link=https://twitter.com/AshesofCreation/status/1400619837508960258}}
  
The game will be highly customizable from a settings standpoint. If you don't quite have the rig necessary to run it, you can dial the game settings down.{{livestream|17 August 2018|1h07m51|-fUWFkMvyHY}}
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* [[Game settings]] allow players to fine tune performance to suit their preferences and [[System requirements|hardware capabilities]].{{livestream|2023-04-28|1h03m41|iWwkvsnjEnE}}{{livestream|2023-01-27|1h07m12|L2D_6FLZ51k}}{{livestream|2018-08-17|1h07m51|-fUWFkMvyHY}}
  
* Highly scalable options to adjust rendering and particle effects will be offered.{{quote|game system.jpg|link=https://discordapp.com/channels/256164085366915072/257283936756039680/280855340738674693}}
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* A "default player appearance" may be automatically applied during [[Sieges|sieges]] or other large scale battles to improve client-side performance.{{livestream|2020-07-25|54m10|KtVUiS7yAHE}}{{livestream|2019-11-22|1h08m05|A1SjmI_SOgo}}{{livestream|2018-08-17|1h07m51|-fUWFkMvyHY}}
* [[wikipedia:Motion blur|Motion blur]] will be togglable on and off.{{livestream|4 May 2018|43m35|nff_kdiKdDU}}
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* Settings to cull out characters in large battle scenarios are being worked on.{{livestream|17 August 2018|1h07m51|-fUWFkMvyHY}}
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: '' I think you guys will agree with me here that effects now are, as opposed to where they were in Alpha-1, we've taken into account what people's feedback were, although it was always the case we were going to address them; and we've implemented them in such a way where they're more conducive to large player battles.''{{livestream|2023-04-28|1h03m41|iWwkvsnjEnE}}{{ndash|[[Steven Sharif]]}}

Edição atual desde as 01h34min de 5 de novembro de 2023

Performance optimization when rendering 1300 simulated actors utilizing merged materials and meshes in Unreal Engine 5 Nanite.[1] This test was confirmed post-stream to be running on a RTX 3070.[2]

What you're seeing here showcases the new modular appearance component which can combine any set of meshes and materials into a single mesh and single material at run-time. What you're looking at is over 1300 different entities, different actors. These are simulated players essentially. Previously you saw the example they were just standing still. There was no animation, there was no effects, there was no environment and it was a thousand. This is thirteen hundred playing animations, playing effects, plus the environment which is Nanite in this example. So what you're seeing is all of these players moving around and doing something and you're seeing the frame rate at about 30 on Clayton's rig.[3]Steven Sharif

Here you see that the FPS in the top right corner is like seven or eight on average, so not too good from a rendering perspective... So by merging now you can see that the same thousand players who are wearing the same armors as previously are actually having a 300 percent increase- 300 to 400 increase- in the performance of the of the FPS. So it went from 7 to about 21 on average and that is a significant optimization point that obviously this is just the beginning of the optimization efforts.[4]Steven Sharif

Ashes of Creation was performing at 50-60 FPS on a 1080 Ti during early Alpha-1 testing.[5]

  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[9][10][8]
I think you guys will agree with me here that effects now are, as opposed to where they were in Alpha-1, we've taken into account what people's feedback were, although it was always the case we were going to address them; and we've implemented them in such a way where they're more conducive to large player battles.[6]Steven Sharif
  1. Transmissão ao vivo, 2021-12-23 (1:10:09).
  2. RTX3070clarification.png
  3. Transmissão ao vivo, 2021-12-23 (1:08:42).
  4. Transmissão ao vivo, 2021-09-24 (52:48).
  5. alpha-1-fps.png
  6. 6.0 6.1 Transmissão ao vivo, 2023-04-28 (1:03:41).
  7. Transmissão ao vivo, 2023-01-27 (1:07:12).
  8. 8.0 8.1 Transmissão ao vivo, 2018-08-17 (1:07:51).
  9. Transmissão ao vivo, 2020-07-25 (54:10).
  10. Transmissão ao vivo, 2019-11-22 (1:08:05).