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Diferenças entre edições de "Template:Performance"

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[[File:MergedMaterials.mp4|thumb|450px|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>]]
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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>]]
  
[[File:RenderingOptimization.mp4|thumb|450px|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>]]
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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>]]
 
 
[[File:5000 simulated players.mp4|thumb|450px|start=2|end=999|[[Ashes of Creation]] [[Performance|performance]] with 5,000 simulated players ([[Pre-alpha|pre-alpha]]).{{livestream|2019-12-17|51m20|BNRD57wHtAE}}]]
 
  
 
[[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}}
 
[[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 [[System requirements|rig]] necessary to run it, you can dial the [[Game settings|game settings]] down.{{livestream|2023-01-27|1h07m12|L2D_6FLZ51k}}{{livestream|2018-08-17|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}}
  
A "default player appearance" may be automatically applied during [[Sieges|sieges]] or other large scale battles to improve client-side [[Performance|performance]].{{livestream|2020-07-25|54m10|KtVUiS7yAHE}}{{livestream|November 22 2019|1h08m05|A1SjmI_SOgo}}{{livestream|2018-08-17|1h07m51|-fUWFkMvyHY}}
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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}}
  
: ''We have taken into consideration the rendering and server performance expectations with regards to our character density for events and battles. While testing will help with these performance profiles, we feel good where it is at for the moment, and do not feel we need to compromise our design goals atm.''{{quote|steven-server-performance.png|link=https://discord.com/channels/256164085366915072/256164085366915072/996885270941138954}}{{ndash|[[Steven Sharif]]}}
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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).