Performance

Aus Ashes of Creation Wiki
Zur Navigation springen Zur Suche springen
Performance optimization when rendering 1300 simulated actors utilizing merged materials and meshes in Unreal Engine 5 Nanite.[1] This test was confirmed post-stream to be running on a RTX 3070.[2]

What you're seeing here showcases the new modular appearance component which can combine any set of meshes and materials into a single mesh and single material at run-time. What you're looking at is over 1300 different entities, different actors. These are simulated players essentially. Previously you saw the example they were just standing still. There was no animation, there was no effects, there was no environment and it was a thousand. This is thirteen hundred playing animations, playing effects, plus the environment which is Nanite in this example. So what you're seeing is all of these players moving around and doing something and you're seeing the frame rate at about 30 on Clayton's rig.[3]Steven Sharif

Here you see that the FPS in the top right corner is like seven or eight on average, so not too good from a rendering perspective... So by merging now you can see that the same thousand players who are wearing the same armors as previously are actually having a 300 percent increase- 300 to 400 increase- in the performance of the of the FPS. So it went from 7 to about 21 on average and that is a significant optimization point that obviously this is just the beginning of the optimization efforts.[4]Steven Sharif

Ashes of Creation estaba dando un rendimiento de 50-60 FPS con una 1080 Ti durante las primeras pruebas de la Alpha 1.[6]

  • El juego será altamente personalizable desde el punto de vista de los ajustes. Si no tienes el equipo necesario para jugar, puedes reducir la configuración.[7][8]
  • Se ofrecerán opciones de alta escalabilidad para ajustar el renderizado y los efectos de partículas.[9]
  • El desenfoque de movimiento se podrá activar y desactivar.[10]
There's a lot of bells-and-whistles that are intended on the client rendering side for these types of features that players will have the ability to scale up or down or off from a performance perspective.[7]Steven Sharif

Se podrá aplicar automáticamente una "apariencia de jugador por defecto" durante los sieges u otras batallas a gran escala para mejorar el rendimiento del cliente.[11][12][8]

We have taken into consideration the rendering and server performance expectations with regards to our character density for events and battles. While testing will help with these performance profiles, we feel good where it is at for the moment, and do not feel we need to compromise our design goals atm.[13]Steven Sharif
  1. Liveübertragung, 2021-12-23 (1:10:09).
  2. RTX3070clarification.png
  3. Liveübertragung, 2021-12-23 (1:08:42).
  4. Liveübertragung, 2021-09-24 (52:48).
  5. Liveübertragung, 2019-12-17 (51:20).
  6. alpha-1-fps.png
  7. 7.0 7.1 Liveübertragung, 2023-01-27 (1:07:12).
  8. 8.0 8.1 Liveübertragung, 2018-08-17 (1:07:51).
  9. game system.jpg
  10. Liveübertragung, 2018-05-04 (43:35).
  11. Liveübertragung, 2020-07-25 (54:10).
  12. Liveübertragung, 2019-11-22 (1:08:05).
  13. steven-server-performance.png