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Thread Statistics | Show CCP posts - 3 post(s) |
Funkmaster Whale
Daedali Inc.
596
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Posted - 2013.09.15 14:41:00 -
[1] - Quote
PC frame rate has always been bad, even after the supposed voice chat fixes. To tell you the truth, I didn't even notice any improvement after CCP supposedly "fixed" (aka made it impossible to mute people) voice chat. The biggest thing about PC is that it's all about quick area denial and the best way to do that is to spam the ever living hell out of uplinks/nanohives around objectives.
CCP I don't know how you guys test your maps, but in PC scenarios you typically have 3-4 dedicated Logis on top of all your Assault players dropping anywhere in the range of 3-25 uplinks per person. This means that at any given time there are literally hundreds of active equipment on the field. Now, as soon as you try and move to an area your game is struggling to render all that equipment on top of fighting players. Whatever "technical budget" you guys set is completely exceeded methinks because within a few minutes of a PC match the game goes from bearable to Microsoft PowerPoint.
This is especially notable in outposts like Biomass or Orbital Artillery. My opinion is that equipment being spammed is having a huge impact on overall performance. The ability of 1 player to spam tons of uplinks/nanohives because be can just switch fits and drop more of a different type is only exacerbated when your whole team is dedicated to doing so. I say this because the same type of lag appears in pub matches when you have players dropping tons of equipment. Granted, it doesn't happen as often in pubs but when it does it lags just as bad. Please, investigate the equipment spam. Not only does it destabilize the game gameplay wise, it creates an insane amount of lag when 100s of nanohives/uplinks are pulsing in the same area. |
Funkmaster Whale
Daedali Inc.
598
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Posted - 2013.09.15 16:11:00 -
[2] - Quote
SIN MadBrute wrote:There's a difference between lag and framerate drops, some of u guys should google it. But i support that nanohives & uplinks cause framerate drops. Lag is a pretty general term. There's a difference between network lag and visual lag, yes. Most people use them pretty interchangeably. I definitely think the bigger issue is frame rate loss. Considering it's a console game and you can't do anything in terms of "upgrading" to reduce performance loss it becomes pretty frustrating to deal with. |
Funkmaster Whale
Daedali Inc.
611
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Posted - 2013.09.17 19:09:00 -
[3] - Quote
Yeah I agree that the new outpost really destroys performance, especially when people start throwing equipment and explosions everywhere.
I seriously think the Unreal engine just isn't optimized well enough for the PS3 because I've played online games with waaaay better graphics that don't nearly have as much frame rate lag as DUST. CCP made a bad decision (in my opinion) choosing the Unreal engine for this game. Alas...
To give proper feedback:
Performance loss persists regardless of in or out of squad. Voice chat does not affect it. Lag persists in full squad, no squad , 16v16 or anything below. Lag is exacerbated tremendously by equipment and explosions (MDs, Grenades, etc.). My input is KB/M so quick movements really feel stutter. I have an SSD installed so load time isnt the issue either. All effects set to Low in game.
Close combat is bearable but nowhere near optimal. It's definitely frame rate and not network latency because hit detection is not an issue, though actually hitting becomes difficult because of visual lag. Lag becomes worst inside Gallente Research and Orbital Artillery, less so on Biomass and Communications. Vehicles are almost always present but don't really present a difference with or without. |
Funkmaster Whale
Whale Farm
1076
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Posted - 2013.11.08 05:00:00 -
[4] - Quote
Leither Yiltron wrote:If this affects you, please keep the post bumped. These issues were the reason that many players quit playing Dust with Uprising 1.0, and they really drain a lot of the fun out of PC. ... and replace it with frustration.
It really feels like the game is holding back a lot of potential because it's very hard to be precise when the game is constantly half a second or more behind a person's input. Patience is a virtue but even patience has its limits.
Let me play you the song of my people!
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