• @[email protected]
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    1 year ago

    In the Digital Foundry review, they saw huge performance dips when just running in small circles, when standing still had no impact. As in, on a high end system, performance dropped from ~90FPS to mid-60s, just by moving in a tight circle (i.e. not enough to actually move the camera).

    That sounds a lot like pathing to me, though other things could certainly be causing it.

    It just seems like something there is poorly optimized and it shows when there are a lot of NPCs around.

    And the game essentially uses last gen tech (DX11, no RTX, performance drop on Vulkan, etc), so it’s not pushing the boundaries all that much, so it’s probably not fully optimized. It should be feasible to optimize it to at least not get FPS dips when moving vs standing still in towns, if not get a bit better performance on older CPUs (e.g. Zen 2 CPUs like 3600 and whatever is in the Steam Deck). It runs pretty well, it they could probably get a bit more.

    • @Sanctus
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      1 year ago

      Pushing the boundaries of the engine is different than pushing the boundaries of the industry. Maybe it could be the pathfinding. But movement doesn’t necessarily mean its pathfinding. I’m sure transforming all those polygons costs more computationally than pathfinding.

      • @[email protected]
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        1 year ago

        But why only when the player is moving? Surely the NPCs are also moving all the time, so just moving the player and maybe nudging the party members (so like 4 new characters moving?) shouldn’t drop frames by ~30%. Something seems off there.

        I hope they figure it out and patch it, because it would really impact the experience on lower end hardware, like the Steam Deck (i.e. stable 30 FPS vs stutters in the late game).

        • @Sanctus
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          11 year ago

          No idea, I’m wondering if they had their camera locked on them. I could see why camera movements would cause it. Either way I hope they fix it too.