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Showing results for tags 'optimize'.
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I know your eyes are bleeding from these kind of posts but I would like to kindly ask you to please work on a performance focused update for the near future. I don't have a terribly good PC but maps like Customs run like a charm 90% of the time, but Reserve and Shoreline are a problem. I get constant stutters and when I look towards the center of the map, my frames drop instantly. You could also look into the graphic settings using more CPU than GPU and at least give us an overview of which setting impacts what more. For example, shadows on low impact this more but on high impact the other thing more etc. Keep up the good work guys. Greetings from Bosnia and Herzegovina
As many of you know, the game is in dire need of optimization when it comes to pure client performance, but we also know that the servers/connection needs to get fixed. "Battle(non)sense" just did a video on the netcode, and me and my buddies have already tested many of the things he had but we do not make videos and I didn't care to make one. Now that the video from Battle(non)sense is out people can actually get to know how horrific the delays are atm! BEWARE: it's pretty crazy. Escape from Tarkov 's Shocking Netcode Analysis I truly hope this will get fixed soon. I mean, not just "optimized" because its is really really bad right now. This requires more than just optimization. Idk what is causing these extreme numbers or why they are here in the first place. But either way, I wish the best of luck to the dev team. /Nizorro
Hi, I was playing customs in offline mode, framerate on this map and the other maps where there are buildings (especially spa zone on shoreline) is not very good. I'm playing on this computer: Intel I9 7920X , ZOTAC GTX 1018, 32 GB RAM the average fps on max settings is around 45 frames, I would expect stable 60, I do not have problems with GPU performance, but with CPU performance. I'm not talking about occasional hitches when scav is spawning or joining I'm talking about frame drops where you looking with the scope sitting or watching building areas. Then I've decided to analyze single frame on customs in RenderDoc, this is a useful tool to debug timings and draw calls came to GPU. Prof that renderdoc is working fine, compare final scene with the screenshot below: As you see the game is rendering some part of AK47. Then very bad examples: Garbage at the end of the map, why this thing is rendered at all? Some sort of weapon that is on the other side of map, on the right side of screenshot you can see how it looks on the screen. My candidate train cart I'm not here to laugh at you, I'm here to point some problems how the maps are built and what land on the GPU. Sooner or later you will finish this great game, but if game need uber computer it will not sell well. So: Do not render small non related to gameplay geometry - golden rule if you don't see it don't render it; Make lods for complicated models; Merge geometry, especially in building areas this will save CPU power in order to compute visibility; Use some sort of engine mechanics to cull objects that are behind other objects: https://docs.unity3d.com/Manual/OcclusionCulling.html Regards Pierdek