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↑ Transmissão ao vivo, 2021-12-23 (1:10:09).
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↑ Transmissão ao vivo, 2021-12-23 (1:08:42).
↑ Transmissão ao vivo, 2021-09-24 (52:48).
↑ Transmissão ao vivo, 2019-12-17 (51:20).
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↑ 7.0 7.1 Transmissão ao vivo, 2018-08-17 (1:07:51).
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↑ Transmissão ao vivo, 2018-05-04 (43:35).
↑ Transmissão ao vivo, 2020-07-25 (54:10).
↑ Transmissão ao vivo, 2019-11-22 (1:08:05).
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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|performance]].{{livestream|25 July 2020|54m10|KtVUiS7yAHE}}{{livestream|November 22 2019|1h08m05|A1SjmI_SOgo}}{{livestream|17 August 2018|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|25 July 2020|54m10|KtVUiS7yAHE}}{{livestream|November 22 2019|1h08m05|A1SjmI_SOgo}}{{livestream|17 August 2018|1h07m51|-fUWFkMvyHY}} | ||
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+ | : ''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]]}} |
Revisão das 21h25min de 13 de julho de 2022
Ashes of Creation was performing at 50-60 FPS on a 1080 Ti during early Alpha-1 testing.[6]
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.[7]
- Highly scalable options to adjust rendering and particle effects will be offered.[8]
- Motion blur will be togglable on and off.[9]
A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[10][11][7]
- 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.[12] – Steven Sharif