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Nunkuruji

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About Nunkuruji

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  1. Icecaller Cool Ice Weave Totems (w/ Harmonius Weaving Talent) do not critically heal. (still)
  2. Icecaller Cool Ice Weave Totems (w/ Harmonius Weaving Talent) do not critically heal.
  3. Basic Attacking on an Icecaller causes the FX counter to climb infinitely
  4. Artifact & Sacrifice XP values are horrible. I knew I would be leveling a crafted healer vessel at some point, and leveling a healer is always hateful. I had hoarded 2 inventories worth of common/uncommon artifacts and hours worth of elder farming sacrifice rare/epic items (800 durability of combat) All said and done, sacrificing for XP, it only took the vessel from level 1 to 25.
  5. Possible FPS uplift by enabling these settings in Crowfall\Download\CrowfallClient_Data\boot.config gfx-enable-native-gfx-jobs=1 gfx-enable-gfx-jobs=1 gfx-disable-mt-rendering=1 These are Unity engine settings, documented here https://docs.unity3d.com/2020.2/Documentation/ScriptReference/Rendering.RenderingThreadingMode.NativeGraphicsJobsWithoutRenderThread.html In a nutshell, it allows some processing to be offloaded from the main thread to other threads that can run on your multi-core cpu. If you search about these settings, you will find discussion about enabling these same settings in Escape From Tarkov, another Unity engine game. It is possible the settings get reset every time the game patches. I see about a 4-5 FPS improvement, for anecdotal comparison. I may do another perfmon plot to pair with, after campaign. I also run the following, which results in the de-texturing effect Set "Antialiasing - Transparency Supersampling" to "AA_MODE_REPLAY_MODE_ALL" Set "Texture filtering - LOD Bias (DX) to: 0x00000078 FPS counter with settings enabled (max of about 52) FPS counter with default settings (max of about 48)
  6. I'm sure ACE is aware of this, they have better profiling tools built into Unity, but at least a coarse explanation for others The FPS drop is a CPU bound problem Eliminating GPU bound by Set "Antialiasing - Transparency Supersampling" to "AA_MODE_REPLAY_MODE_ALL" Set "Texture filtering - LOD Bias (DX) to: 0x00000078 Run perfmon to see what the CF threads are doing. This was observed in God's Reach just prior to Dregs launching, where there were 50 or so players crowding vendor alley. Standing near the center of the temple and facing the alley, the CPU bottlenecks processing all the players and getting the next frame out. Facing away from the players relieves the CPU of that stress.
  7. In the Spring land rush of building up a Fort or Keep, gatherers are forced to make a hard choice between the invaluable time where they can have maximum Plentiful Harvest, or investing the time into running Caravans building up a Fort or Keep. From what I recall in the last Dregs, the harvesting buffs granted by buildings in Forts are +5% critical harvest. In my opinion, the buildings in Forts should also grant a +1 Plentiful Harvest buff so as to not punish gatherers for essentially giving up Spring time, and giving further incentive to defending their assets through the seasons. --- For those who might not understand why Plentiful Harvest is so important, this is a good read https://caldera-gaming.eu/dokuwiki/doku.php?id=wiki:crowfall:public:publicresourcewelcome-guides-hhhh
  8. The frame time hitching problem is vastly improved in very recent patches. It was very bad particularly with loading models & anims. What is still likely to cause a hitch is running with less than 16GB ram, where the game is likely to page out assets. Seems to take up to 10GB on my system. There may still be some edge cases where you enter a new parcel and certain assets load. What you can do on your end is cap your frame rate and vsync, so Unity doesn't try to run up max cpu trying to render as many frames as it can. This will also help with frame times. The frame drop due to many players or large scale combat is very likely a CPU bound problem, based on some experiments with extremely low graphics settings. In this situation, 1 core is running max, while others are half as busy. I already provided this test/feedback. Armchair programming: So they've got a single thread that's taking too long blocking the render. Couple ways to improve this, optimize the functions processing the objects, thread the work out to other cores. If you're an PC builder/enthusiast, you should also know Intel processors are also better at dealing with this particular situation where a single thread is so heavy, since they tend to be capable of pushing single core boosting higher than Ryzen (Turbo Boost / Thermal Velocity Boost / Turbo Core / etc). Granted, whats 10 FPS vs. 12 FPS
  9. A fairly consistent problem in the rendering pipeline still exists when loading anims (or models + anims) that cause long frame times (hitching). Anecdotally, players notice this while roaming due to loading npc anims that are popping in view range, and note that the problem is less severe during night time when view range is reduced. This is also at least one of the problems related to freezing up immediately on engaging with an enemy group, as they are just coming into view and loading these resources. The anims are loading all the way from disk, according to Windows resource monitor, and do not appear to be preloaded in RAM. The problem is also worse on lower memory systems if for some reason these (and other) assets have been paged to disk despite being loaded prior. @yianni may have relayed some of this information previously when I was explaining my black box take on it to others in our Discord. For reference, I'm working with: i7-4790k, 16GB, Nvidia 980GTX. Capping at 40fps. Driver settings for extremely reduced texturing Antialiasing - Transparency Supersampling "AA_MODE_REPLAY_MODE_ALL" Texture filtering - LOD Bias (DX) "0x00000078" The following data is captured with FrameView while roaming outside the temple. MsBetweenPresents is the notable frame time stat, these are the worst entries, associated with anim load. Application SwapChainAddress Runtime SyncInterval PresentFlags AllowsTearing PresentMode Dropped TimeInSeconds MsBetweenPresents MsBetweenDisplayChangeActual MsUntilRenderComplete MsUntilDisplayed CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Composed: Flip 0 194.00572 7593.057 7652.779 117.02 135.335 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 114.593039 2368.404 2354.169 5.777 6.628 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 112.224635 1705.997 1659.716 15.734 20.863 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 116.616614 1106.306 1069.434 2.681 3.868 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 128.803181 879.135 826.381 23.794 25.593 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 127.570043 622.965 618.027 1.568 1.794 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 115.510308 381.669 347.225 36.48 40.74 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 196.601643 221.07 229.16 21.012 25.493 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 129.211116 217.58 222.23 21.223 27.398 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 196.380573 195.578 152.793 14.895 17.403 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 128.993536 190.356 187.51 20.915 22.748 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 126.947078 174.273 104.189 1.374 6.732 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 129.37307 161.954 159.716 21.087 25.16 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Composed: Flip 0 194.147262 141.541 97.201 67.352 90.995 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 194.595592 123.204 83.338 22.63 24.607 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Composed: Flip 0 37.771831 108.582 104.164 7.054 15.657 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 196.804258 104.859 104.169 7.327 10.366 CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 200.989641 100.01 48.624 7.549 12.47 A normal/optimal frame looks like (25ms frame time * 40 frames -> 40 frames per 1 second) CrowfallClient.exe 0x00000203C850D4B0 DXGI 1 0 0 Hardware: Independent Flip 0 119.846177 25.06 27.782 73.079 79.856 Further notes for other players By default, the game engine trys to render as many frames as possible, or to as many frames as vsync if that option is checked. Going from very small frame times (high fps) to a suddenly long frame time due to loading assets causes a longer frame time than if you cap your fps. Capping fps also prevents cpu from being fully maxed and may also allow the thread that is loading the anim asset from disk a bit of breathing room... maybe. If your CPU cooling solution sucks (or dust buildup), you could also suffer from CPU throttling due to temperature. Frame times explained https://www.youtube.com/watch?v=nbHCU--VvpQ
  10. Naiad's Water Spirits power does not appear to fire, and leaves the character stuck in the channeling animation pose until another animation is executed.
  11. The Cleric talent Purity reads Purity improves Maximum Stamina by 5% and Power Efficiency by 8% per point spent. With 1 pip spent, The details panel shows only a 5% Power Efficiency improvement. Human Cleric, crafted vessel
  12. Templar flash-casting into parry stance is much better, however, triggering the counter is still buggy.
  13. It is irritating and tedious to need to constantly swap utility powers. Without the harvest tray either add 1. Reserved utility slots 2. Power bar presets that can be toggled between while out-of-combat, with a hotkey The Elder/Ancient & Thrall spawns are a pretty good way at staying active and engaged on the map, and reasonably tuned for a 5-man group. The Confessor NPC guard knockdown spam is brutal. Keeping people interested on Test Dregs is hampered by - Critical mass of guild sizes and interest in participation (as opposed to former faction mass) - Guild members who are actually interested in spending substantial time running tedious caravans to build up a fort - I'm sure there are many people genuinely interested in tinkering with it, just not at the time expense for something so ephemeral - Server crash fort walls go boom - Play the overtuned Frostweaver or get bent over - Satisfaction from the crafting loop is still blocked by passive training
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