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Nunkuruji

Testers
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Everything posted by Nunkuruji

  1. 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
  2. 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.
  3. 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
  4. Templar flash-casting into parry stance is much better, however, triggering the counter is still buggy.
  5. 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
  6. There's a few other maths & meta to this, though not to disagree on Frostweaver overtuning, I've already pointed my finger at how absurd their execute is relative to Templar. Right now the gap between leather/mail/plate is about only 5% resist-all at most, and where defensive/plate promotions may have about an additional 3% talented. Noticeable stratification won't happen until superior vessels, superior crafting and passive training progresses, to the point where leather runs up against its mitigation cap, and mail & plate progress much further in their higher mitigation caps. At this point, its a much more noticeable effect on tankiness/effective hit-points. Since the 3 factions are now broken down into individual guilds in Dregs, fighting sizes are much smaller for the majority of engagements. Smaller engagements naturally favor ranged and mobile combat. The ranged initiative on attack far outstrips the benefit of current mitigation. Many of the melee classes, or race-class combos, do not have the luxury of mobility, as they lose out dodge to block/parry, and may or may not have other mobility powers that can make up for it.
  7. Fighting rare-class/named monsters as a control spec promotion feels really crappy (Templar-Fury). None of the crowd control seems to have any effect, knockdown, etc. IDK if this is a matter of full immunity, or control intensity scores - at this point with training values what they are. I thought I was going to be able to protect my team/peel... nooooOOOPPE. The nice thing is, they otherwise feel about right for a well rounded party of 5 to be fighting, which in turn I'd surmise zerging around the map would be really inefficient gains.
  8. Not bad. Total point cost & time to train passive would be enlightening.
  9. Performance is better overall. There is a consistent hitch when approaching harvest-able assets. Hitches as soon as the harvesting tooltip spawns and tool is automatically drawn.
  10. I'd suggest adding the attribute scaling factors for each harvesting statistic. One can then understand how important, or not, it can be to increase an attribute for a particular harvesting statistic benefit, or to understand how good the racial bonus on harvesting is. For instance, Harvesting and Harvest Damage: The scaling factor is 0.025. The racial +15 bonus is as if adding +600 attribute.
  11. TL;DR, an Archmage rolling a crit on Execute = deleted. I think the Frostweaver's execute is... a bit much by comparison. This is just numbers at a glance. Basic ability info Templar/Vindicator execution Judgement: 133-200 +167%: 1 pip Execute: 202-303 +167%: no pip Gains +100% Critical Talent Node Options: 11% Critical, 15% Critical Damage Frostweaver/Archmage execution Crystal Lance: 272-408 + 340% Piercing Lance: 341-512 + 427% Talent Node Options: 15% Critical, 15% Critical Damage At first glance we can consider the damage comparison fair, in that the guaranteed critical on the Templars execute will at least double the damage over the Frostweaver execute. In all likelihood, critical damage is at least 140% on a white vessel Vindicator. Then realize, oh wait, the Frostweaver execute -Can Still Crit-. If they land a crit, and they too have at least a 140% crit modifier, they're doing double the damage of a Templar's Execute, at range, starting at 50% hp threshold, and while both are zero cooldown, being pip bound is harder than being ice & mana bound. Each class has some unique support around maximizing their Execute. The Templar can activate Holy Warrior once in a while to bypass mitigation. The Frostweaver can stack Anti-Critical Strike off Volatile Ice at 7% x5, as they begin whittling down a target. Might as well take Executioner, Banshee's Angel of Death, and Force Mage's Kinetic Boost.
  12. Ranger (Brigand) trap trigger radius seems to only be 1m. Can the trap trigger radius get boosted to the melee range of 4m, or at least closer? Dropping a trap while engaged with someone in melee, and yet not having it go off is... awkward.
  13. (Minotaur) Ranger Energy stopped regenerating. Noticed after leveling 1-8. Relogging corrected it.
  14. Pretty sure Vindicator got a buff on the damage/cap. Mail & Plate training trees give identical benefits (and Leather is really not that far off: HP vs. Damage Bonus). The defensive Plate promotions (Paladin, Pit Fighter, ...) generally offer a 300 resist-all training node for another 3%. The diff in a Wartribe green set is 5% between leather/mail/plate. I can't say anything for advanced crafting.
  15. In Leather training tree Decay Rate: Leather node grants Stats: Decay Rate: Plate (instead of Decay Rate: Leather)
  16. Full Zone / Queue Position Window blocks interaction with Chat Window
  17. Pann: Blair, can I see that blog for a sec? Huh. That's odd. I thought that would be big news. Blair: What would be big news? Pann: Well, there seems to be an absence of a certain ornithological piece. A headline regarding mass awareness of a certain avian variety. Blair: What are you talking about? Pann: Oh, have you not heard? It was my understanding that everyone had heard. Blair: Heard what? Todd: Don't! Pann: A- well-a bird, bird, bird B- Bird is the word A- well-a bird, bird, bird B- Bird is the word A- well-a bird, bird, bird B- Bird is the word A- well-a bird, bird, bird B- Bird is the word Blair, don't you know about the bird?
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