![]() Oh, so it's unreasonable that I have AT LEAST the level of performance I had for the first week of the game? I am pretty sure the developers are trying their best to make the most of the situation, but we shouldn't really expect miracles like a second-week patch that miraculously makes everything run at 6000 fps while looking like a CGI-movie. GameIsOptimized = true //Oopsie - Forgot that one!Īnd call it a day. But we can't expect the developers to just go I am not defending the fact that the game runs at a dissatisfactory framerate, or that everything is a blurry mess (Temporal AA, FXAA and no AA alike). What is it they should do, then? Based on what performance analysis, resource profile and not least available adjustment factors within each platform? A choice fuelled by details we have not the slightest idea of.īut come on, there are things they can do to make this game run better, and they should do it.Īlright. optimized for what? There is only so much you can do, once you've started down a path of one engine over the other. I am rather tired of people talking about "optimization" without knowing what they ask. The ultimate conclusion to your observation would be "make the game in a new engine", which is not an optimization, but rather a new implementation. The easiest optimization is user-controlled: Turn your graphics down. ![]() I would be very sceptic if the developer had already made performance optimizations, as that would indicate that their codebase is turning into a genuine mess - meaning slower and slower progress. In most cases, what seems like a "simple optimization", or a "straightforward fix" comes to "Pre-compiling this shader to use when it rains, on systems with more than 1.4 GB of VRAM overhead will yield 2-3 fps on Sundays, unless the user is playing in vegetation detail 'medium' or below." It also requires a LOT of complicated work to gain a relatively small performance gain for a small segment of the users. It's a balance of what is visually pleasing contra how much computation/memory is required for that result. You can't just 'optimize' something, at no expense. The thing about performance optimization, is that it's much, MUCH harder to do than bugfixes. Fixed: Weather synchronization in Multiplayer Fixed: Climbing ladders no longer corrupts animations Tuned: Improved synchronization of character in Multiplayer ![]() Fixed: Improper synchronization of animal trophies and parameters in Multiplayer Fixed: Rare crash connected with animal signs interaction Tuned: Improved and optimized save files Tuned: Visual improvements to vital organs in Bullet camera Added: Limited photo mode boundaries in Ranger difficulty Fixed: Mission Riddle Me This Part 3 blocking progress if player dies during walkie talkie dialogue Tuned: Explorer difficulty is even easier (reduced speed of animal reactions, added more blood to streamline tracking) Tuned: Sleep spamming no longer advances animal age Fixed: Clipping of player / firearms during movement Added: Ability to change Keybindings (work in progress, localized characters do not show in tutorials / encyclopedia) Fixed: Disappearing blood tracks, partially (full fix is being worked on) ![]() Patch version 1.16 is now live on Steam (GOG and Epic Games Store soon after), PS5 and Xbox Series X/S will follow soon.
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