Systemanforderungen

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Alpha-1 stress testing, March 17, 2021.[1]

Lustige Geschichte; Als wir gestern mit unseren NDA-Testern Stress-/Dichtetests durchführten, habe ich versehentlich 5.000 Bären um unsere paar hundert Spieler herbeigerufen. Aber hey, es ist nicht abgestürzt! Könnt ihr Lt. Toast hier entdecken?[1]Steven Sharif

Dies sind voll funktionsfähige NPCs. Sie haben Verhaltensbäume, sie haben KI-Tafeln; sie funktionieren wie ein NPC; Und zu meiner Überraschung, eigentlich zur Überraschung aller, hat der Server das recht gut gemeistert: 5000 Entitäten, alle in einem sehr dichten Gebiet.[2]Steven Sharif

Ashes of Creation alpha test Mindestsystemspezifikationen.[3] Diese Systemspezifikationen haben sich für Unreal Engine 5 nicht geändert.[4][5]

  • Betriebssystem: Windows 10 64-Bit
  • Prozessor: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
  • Graphikkarte: Nvidia GeForce GTX 750 Ti oder AMD Radeon R9 270
  • Speicher: 8 GB RAM
  • Netzwerk: Breitband-Internetverbindung
  • Speicher: 50 GB verfügbarer Speicherplatz
  • Soundkarte: DirectX-kompatible Soundkarte

Empfohlene Spezifikation.[3]

  • Betriebssystem: Windows 10 64-Bit
  • Prozessor: Intel Core i7-6700K 4,0 GHz / AMD FX-9590 4,7 GHz
  • Grafikkarte: Nvidia GeForce GTX 1060 oder AMD Radeon R9 Fury mit 4 GB und DirectX 12
  • Speicher: 16 GB RAM
  • Netzwerk: Breitband-Internetverbindung
  • Speicher: 50 GB verfügbarer Speicherplatz
  • Soundkarte: DirectX-kompatible Soundkarte

Alpha-1 testing

Hail and well met glorious Ashes of Creation testers. My name is Sean Farrens. I am the manager of quality assurance on Ashes of Creation and on behalf of the Ashes QA team I would like to extend a deep and heartfelt thank you to everyone who participated in testing Ashes of Creation during the weekend of May 14 through May 16th for our Alpha 1 build. In spite of instability and uncertainty you have all proven to be invaluable in regards to your feedback and bug reports; and for that I cannot express my gratitude enough. As many of you know, developing an MMORPG is an epic endeavor that is filled with trials and tribulations that no other game will ever encounter; and your illustrated dedication has proven to our team that we are on a high road to the best MMORPG gaming experience to date. During this most recent testing period we received over 2,600 bug reports, which have been an absolute boon to our testing process. We review each report individually and I continue to be impressed with how detailed and helpful each of these reports has been. Like seriously you guys give repro steps and everything. Super duper handy. I greatly look forward to your feedback in the future and hope you enjoy our content so far, so thank you so much everybody.[6]Sean Farrens

While we will have specific spot tests for certain systems as we develop them post the Alpha one month, it should be expected and understood that after this Alpha one month there will be probably a significant amount of downtime where there won't be spot testing as we break apart a lot of systems, take what we learned from alpha one month and implement and iterate upon those learnings. So there's gonna be several months probably worth of significant downtime where there will not be access to spot testing, where we are going to go in and really rejigger a lot of systems[7]Steven Sharif

Phase Release Estimated/Actual date
Alpha-1 Alpha-1 early preview livestream.[8] March 27, 2020.[9]
Alpha-1 limited QA testing (NDA).[10][11] May 28, 2020.[12][13]
Alpha-1 preview pre-test 1 (NDA).[14] Dec 18 - Dec 21 2020.[14]
Alpha-1 preview pre-test 2 (NDA).[14] Feb 19 - Feb 22 2021.[15][16]
Alpha-1 preview intermittent spot testing (NDA).[17][18] Mar 19 - Jul 9 2021.[17][18]
Alpha-1 preview weekend (no NDA).[17] July 9 - July 11 2021.[19][20][17]
Alpha-1 (no NDA).[17] July 14 - August 15 2021.[21][22]

Read more...

The term "alpha" is a tricky one, and it typically has 2 meanings in gaming. The development meaning for alpha is a point in the process where we are ready to test the fundamental systems in their core form, without polish and without much of the content. Then, there is the external or "marketing" term for alpha. This is typically applied to Eastern-ported MMORPGs, when in fact that is a completed game being localized for a region, and not really indicative of a true development alpha. As you may know by now, game development has many stages - from the initial tech demos to the pre-production and pre-alpha states, then on to the alphas and betas and eventually launch.[14]Steven Sharif

I want to make emphatically clear, our alphas and betas are true development alphas and betas, and some have said I am crazy to allow these phases to be seen without an NDA…maybe I am crazy? lol… But I am trusting the community of gamers out there to get a glimpse into the process, and understand the long road ahead for what will eventually be worth the wait. Given time and talent, amazing things can happen, so make sure you help us in communicating that we are in open development which means people get to see the bare bones before the meat. And look, I know people see our 4K footage and say, "This looks better than most released games!", but trust me when I say, you ain't seen nothin’ yet.[14]Steven Sharif

Alpha-1 servers

Alpha-1-Server werden in den folgenden Regionen zur Verfügung gestellt:[23]

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Alpha-1-Server haben eine Kapazität von 1.500 gleichzeitig eingeloggten Spielern pro Server.[24][25][26]

Performance

Leistungsoptimierung beim Rendern von 1300 simulierten Akteuren unter Verwendung zusammengeführter Materialien und Netze in Unreal Engine 5 Nanite.[27] Nach dem Streamen wurde bestätigt, dass dieser Test auf einer RTX 3070 läuft. [28]

Was ihr hier seht, zeigt die neue modulare Erscheinungsbildkomponente, die zur Laufzeit beliebige Netze und Materialien zu einem einzigen Netz und einem einzigen Material kombinieren kann. Was zu sehen ist, sind über 1300 verschiedene Einheiten, verschiedene Akteure. Dabei handelt es sich im Wesentlichen um simulierte Spieler. Zuvor habt ihr das Beispiel gesehen, in dem sie einfach stillstanden. Es gab keine Animation, es gab keine Effekte, es gab keine Umgebung und es war tausendmal. Das sind 1300 abgespielte Animationen, abgespielte Effekte und die Umgebung, die in diesem Beispiel Nanite ist. Was ihr also seht, sind all diese Spieler, die sich bewegen und etwas tun, und ihr seht, dass die Bildrate auf Claytons System bei etwa 30 liegt.[29]Steven Sharif

Hier seht ihr, dass die FPS in der oberen rechten Ecke im Durchschnitt bei sieben oder acht liegen, also aus Rendering-Sicht nicht besonders gut ... Wenn sie jetzt zusammenführen, könnt ihr sehen, dass dieselben tausend Spieler dieselben Rüstungen wie zuvor tragen tatsächlich eine 300-prozentige Leistungssteigerung – 300 bis 400 – in der Leistung des FPS. Der Wert stieg also im Durchschnitt von 7 auf etwa 21, und das ist ein bedeutender Optimierungspunkt, der offensichtlich erst der Anfang der Optimierungsbemühungen ist.[30]Steven Sharif

Ashes of Creation lief während der frühen Alpha 1 Tests mit 50-60 FPS auf einer 1080 Ti. [31]

  • Bei Belagerungen oder anderen groß angelegten Schlachten kann automatisch ein „Standard-Spielerauftritt“ angewendet werden, um die Leistung des Clients zu verbessern. [35][36][34]
Ich denke, ihr werdet mir hier zustimmen, dass die Auswirkungen jetzt anders sind als in der Alpha-1. Wir haben das Feedback der Leute berücksichtigt, obwohl es immer so war, dass wir sie ansprechen wollten; und wir haben sie so implementiert, dass sie für Schlachten mit großen Spielern besser geeignet sind.[32]Steven Sharif

Unreal Engine 4

Unreal Engine 5 walkthrough.[37]

Lumen has done a great job in really bringing to to life this area. As you can see, there's light bouncing off of the surfaces and casting into the rest of the cave... I love how you can also see the detail in the costume and the cloth that we have now.[37]Steven Sharif

unreal-engine-logo.png

Unreal Engine 5 is the graphical engine for Ashes of Creation.[37][38] The game was originally developed in Unreal Engine 4.[39] Migrating to UE5 early is expected to save time the long run compared to upgrading closer to release, or post-release.[40][41]

What it provides in my opinion as person who enjoys PvP is it adds additional dynamics to what is possible from your opponent or from yourself. You know, if there is a ledge and jumping off that ledge is going to deal a lot of damage to me when I hit the ground and that puts me at a significant disadvantage, maybe I have an option to jump off the ledge at a point where I can mantle onto the side of a cliff or something. Now the give and take there is I won't be able to use my skills while I'm mantled. I won't be able to react easily, but I didn't have to take the fall damage per-se. Or if there's an obstruction and I'm going to take a significant reduction in speed so that I can crouch and make it past that, and now I have a effective line of sight has been obstructed as a result of that decision. I think it adds interesting elements to the battlefield and the key here is going to be making sure that it's not cumbersome- that it doesn't feel opposite of the flow of combat.[42]Steven Sharif
Lumen is going to greatly improve the visual fidelity and performance of the game with the reduced work and effort that's required by the art team, making Ashes of Creation much more beautiful than in UE4.[44]Steven Sharif
Nanite brings us really an entirely new approach to rendering and art workflows. Now we can render more actors with extremely high detail while eliminating the need to bake out normal map textures. For artists essentially what this means is that they can import high quality sculpted meshes directly into Unreal 5 without really having to reduce the poly count, making the workflow more efficient while simultaneously improving the quality of the art.[47]Steven Sharif
  • Features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[40]
    • World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[40]
Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[40]
A: While UE4 is a great engine, there are certain focuses and technological endeavors that Epic is doing on UE5 that won't necessarily be supported by UE4; and we want to make sure given the lifespan of Ashes and how long we intend this MMO to last, that when we made this decision early on during the development process that we weren't going to exacerbate the amount of effort it would take to move over later in the lifespan or after launch.[40]Steven Sharif
  • As of January 24, 2022 all teams have moved over to Unreal Engine 5.[51]
    • The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[52][53][54]
    • The upgrade to Unreal Engine 5.2 was completed. The developers expect to start upgrading to 5.3 around the end of 2023.[55][56]
    • At some point the developers intend to stop updating Unreal Engine until post-launch. This decision will be based on careful consideration of potential delays and other risks.[57]
Q: What is your stance in regards to focusing on delivering an MVP versus continuously upgrading your tools and engine to deliver a better product with new tech, even if that results in delays or additional years of development like UE 5.2, maybe 5.3 etc?
A: Our technical teams, especially our network team, our ICS teams, our gameplay engineering teams, they convene and weigh when our next update should be on the engine side: What new technologies might bring benefit overall. My perspective on how we balance the need for integration of new technology versus the responsibility we have in a timely manner to provide testing sessions that get us closer to the launch date; that's a delicate balance. I would say generally our disposition is not to incorporate new technologies that yield some significant amount of delay on the development side. We very much take the perspective that we're capable of adjusting and/or integrating those new technologies post-milestone, post-launch if necessary. At some point we'll stop updating the Unreal Engine in development until launch. That point hasn't come yet, but of course the larger the project grows and on the more custom we make the engine for our back-end needs; and for whatever else merge conflicts can occur- those mergers can become big and painful; and the update process gets more painful. So to answer your question shortly, we have a team that evaluates what direction we need to take there; and at the top of my mind is always, let's not incorporate delays as a result of leveraging new technologies.[57]Steven Sharif

Siehe auch

Einzelnachweise

  1. 1.0 1.1 steven-a1-stress-test.png
  2. Liveübertragung, 2021-03-26 (12:34).
  3. 3.0 3.1 What are the minimum requirements for Alpha?
  4. 4.0 4.1 Liveübertragung, 2021-12-23 (49:39).
  5. 5.0 5.1 Liveübertragung, 2021-12-23 (42:09).
  6. Liveübertragung, 2021-05-28 (1:36:43).
  7. Liveübertragung, 2021-07-30 (20:30).
  8. March 2020 newsletter.
  9. Video, 2020-03-23 (0:01).
  10. alpha-1-nda-2.png
  11. alpha-1-nda-1.png
  12. steven-a1-testing-start.png
  13. Creative Director's Letter, 2020-04-1.
  14. 14.0 14.1 14.2 14.3 14.4 Blog: Creative Director's Letter, October 16 2020
  15. Liveübertragung, 2021-02-26 (14:58).
  16. Blog: Creative Director's Letter, January 2021.
  17. 17.0 17.1 17.2 17.3 17.4 Alpha One Schedule Update, May 10 2021.
  18. 18.0 18.1 An Update on Alpha One Schedule, March 12 2021
  19. steven-a1preview-end.png
  20. Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
  21. alpha-1-end.png
  22. release-dates.png
  23. 23.00 23.01 23.02 23.03 23.04 23.05 23.06 23.07 23.08 23.09 23.10 23.11 a1servers.png
  24. alpha-1-participation.png
  25. Interview, 2020-07-19 (1:21:49).
  26. alpha-1-phase-2.png
  27. Liveübertragung, 2021-12-23 (1:10:09).
  28. RTX3070clarification.png
  29. Liveübertragung, 2021-12-23 (1:08:42).
  30. Liveübertragung, 2021-09-24 (52:48).
  31. alpha-1-fps.png
  32. 32.0 32.1 Liveübertragung, 2023-04-28 (1:03:41).
  33. Liveübertragung, 2023-01-27 (1:07:12).
  34. 34.0 34.1 Liveübertragung, 2018-08-17 (1:07:51).
  35. Liveübertragung, 2020-07-25 (54:10).
  36. Liveübertragung, 2019-11-22 (1:08:05).
  37. 37.0 37.1 37.2 Video, 2021-12-23 (0:00).
  38. Liveübertragung, 2021-12-23 (19:59).
  39. unreal.jpg
  40. 40.0 40.1 40.2 40.3 40.4 40.5 40.6 Liveübertragung, 2021-12-23 (40:53).
  41. Liveübertragung, 2021-12-23 (50:50).
  42. 42.0 42.1 Liveübertragung, 2021-12-23 (55:32).
  43. Video, 2021-12-23 (23:53).
  44. 44.0 44.1 44.2 Liveübertragung, 2021-12-23 (54:00).
  45. 45.0 45.1 Liveübertragung, 2021-12-23 (52:52).
  46. 46.0 46.1 Video, 2021-12-23 (2:54).
  47. Liveübertragung, 2021-12-23 (52:58).
  48. Liveübertragung, 2023-10-31 (1:37:17).
  49. Liveübertragung, 2017-05-03 (26:50).
  50. Liveübertragung, 2021-12-23 (47:51).
  51. Liveübertragung, 2022-01-28 (7:26).
  52. Liveübertragung, 2023-03-31 (1:10:30).
  53. Liveübertragung, 2023-02-24 (1:14:41).
  54. Liveübertragung, 2023-01-27 (1:07:46).
  55. steven-ue5.jpg
  56. Liveübertragung, 2023-04-07 (1:21:29).
  57. 57.0 57.1 Liveübertragung, 2023-03-31 (1:27:15).