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Nunkuruji

Testers
  • Content Count

    35
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Nunkuruji got a reaction from Tyrant in 6.200 TEST Bug Reports for 10/30/20 V.2   
    Vindicator Fire & Slashing damage caps are only +10%. They are +30% on LIVE. On TEST they run into the same problem they used to, that is, they cap out way too early.
  2. Like
    Nunkuruji got a reaction from TenSixths in 5.125 TEST Bug Reports for 7/29/20   
    Icecaller Cool Ice Weave Totems (w/ Harmonius Weaving Talent) do not critically heal. (still)
  3. Like
    Nunkuruji got a reaction from TenSixths in 5.125 TEST Bug Reports for 7/24/20   
    Icecaller Cool Ice Weave Totems (w/ Harmonius Weaving Talent) do not critically heal.
  4. Like
    Nunkuruji got a reaction from Tyrant in 5.125 TEST Bug Reports for 7/24/20   
    Icecaller Cool Ice Weave Totems (w/ Harmonius Weaving Talent) do not critically heal.
  5. Like
    Nunkuruji got a reaction from moneda in 5.115 LIVE Feedback for 7/2/20   
    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.
  6. Like
    Nunkuruji got a reaction from BarriaKarl in 5.115 LIVE Feedback for 7/2/20   
    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.
  7. Like
    Nunkuruji got a reaction from Tofyzer in 5.115 LIVE Feedback for 7/2/20   
    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)
     
     
     
  8. Like
    Nunkuruji got a reaction from BarriaKarl in 5.115 LIVE Feedback for 7/2/20   
    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)
     
     
     
  9. Thanks
    Nunkuruji got a reaction from JamesGoblin in 5.115 LIVE Feedback for 6/22/20   
    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.

  10. Like
    Nunkuruji got a reaction from Tofyzer in 5.115 LIVE Feedback for 6/22/20   
    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.

  11. Thanks
    Nunkuruji got a reaction from ConstantineX in 5.115 LIVE Feedback for 6/22/20   
    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.

  12. Thanks
    Nunkuruji got a reaction from APE in 5.115 LIVE Feedback for 6/22/20   
    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.

  13. Like
    Nunkuruji got a reaction from blazzen in 5.115 LIVE Feedback for 6/22/20   
    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.

  14. Thanks
    Nunkuruji got a reaction from DocHollidaze in 5.115 LIVE Feedback for 6/22/20   
    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.

  15. Like
    Nunkuruji got a reaction from JamesGoblin in Yoink's Crowfall Class/Account Calculator   
    Not bad. Total point cost & time to train passive would be enlightening.
  16. Like
    Nunkuruji got a reaction from Tofyzer in 5.110 LIVE Feedback for 6/3/20   
    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
  17. Like
    Nunkuruji got a reaction from KanashiGD in new version on Test   
    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
  18. Like
    Nunkuruji got a reaction from Wilbur in new version on Test   
    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
  19. Like
    Nunkuruji got a reaction from blazzen in new version on Test   
    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
  20. Sad
    Nunkuruji got a reaction from Staff in Gambling on campaign results.   
    Degenerates.
  21. Like
    Nunkuruji got a reaction from APE in Please allow us to adjust screen-wide effects.   
  22. Like
  23. Thanks
    Nunkuruji got a reaction from Marklarr in The Happy Hamster Harvesting Helper Handout   
    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.
  24. Thanks
    Nunkuruji got a reaction from zophar in Please allow us to adjust screen-wide effects.   
    +1
  25. Like
    Nunkuruji got a reaction from Jagour in Please allow us to adjust screen-wide effects.   
    +1
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