Difference between revisions of "Template:Performance"

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[[File:MergedMaterials.mp4|thumb|450px|start=0|end=70|[[Performance]] optimization when rendering 1300 simulated actors utilizing merged materials and meshes in [[Unreal Engine 5]] Nanite.{{livestream|23 December 2021|1h10m09|HB7gWTpeB08}} This test was confirmed post-stream to be running on a RTX 3070.{{quote|RTX3070clarification.png}} <blockquote>''What you're seeing here
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[[File:MergedMaterials.mp4|thumb||start=0|end=70|[[Performance]] optimization when rendering 1300 simulated actors utilizing merged materials and meshes in [[Unreal Engine 5]] Nanite.{{livestream|2021-12-23|1h10m09|HB7gWTpeB08}} This test was confirmed post-stream to be running on a RTX 3070.{{quote|RTX3070clarification.png}} <blockquote>''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.''{{livestream|2021-12-23|1h08m42|HB7gWTpeB08}}{{ndash|[[Steven Sharif]]}}</blockquote>]]
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.''{{livestream|23 December 2021|1h08m42|HB7gWTpeB08}}{{ndash|[[Steven Sharif]]}}</blockquote>]]
 
  
[[File:RenderingOptimization.mp4|thumb|450px|start=0|end=43|<blockquote>''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.''{{livestream|24 September 2021|52m48|tVWJQY8K8NY}}{{ndash|[[Steven Sharif]]}}</blockquote>]]
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[[File:RenderingOptimization.mp4|thumb||start=0|end=43|<blockquote>''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.''{{livestream|2021-09-24|52m48|tVWJQY8K8NY}}{{ndash|[[Steven Sharif]]}}</blockquote>]]
[[File:5000 simulated players.mp4|thumb|450px|start=2|end=999|[[Ashes of Creation]] [[Performance|performance]] with 5,000 simulated players ([[Pre-alpha|pre-alpha]]).{{livestream|17 December 2019|51m20|BNRD57wHtAE}}]]
 
  
 
[[Ashes of Creation]] was [[Performance|performing]] at 50-60 FPS on a [https://gpu.userbenchmark.com/Nvidia-GTX-1080-Ti/Rating/3918 1080 Ti] during early [[Alpha-1 testing]].{{quote|alpha-1-fps.png|link=https://twitter.com/AshesofCreation/status/1400619837508960258}}
 
[[Ashes of Creation]] was [[Performance|performing]] at 50-60 FPS on a [https://gpu.userbenchmark.com/Nvidia-GTX-1080-Ti/Rating/3918 1080 Ti] during early [[Alpha-1 testing]].{{quote|alpha-1-fps.png|link=https://twitter.com/AshesofCreation/status/1400619837508960258}}
  
The game will be highly customizable from a settings standpoint. If you don't quite have the rig necessary to run it, you can dial the game settings down.{{livestream|17 August 2018|1h07m51|-fUWFkMvyHY}}
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* [[Game settings]] allow players to fine tune performance to suit their preferences and [[System requirements|hardware capabilities]].{{livestream|2023-04-28|1h03m41|iWwkvsnjEnE}}{{livestream|2023-01-27|1h07m12|L2D_6FLZ51k}}{{livestream|2018-08-17|1h07m51|-fUWFkMvyHY}}
  
* Highly scalable options to adjust rendering and particle effects will be offered.{{quote|game system.jpg|link=https://discordapp.com/channels/256164085366915072/257283936756039680/280855340738674693}}
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* A "default player appearance" may be automatically applied during [[Sieges|sieges]] or other large scale battles to improve client-side performance.{{livestream|2020-07-25|54m10|KtVUiS7yAHE}}{{livestream|2019-11-22|1h08m05|A1SjmI_SOgo}}{{livestream|2018-08-17|1h07m51|-fUWFkMvyHY}}
* [[wikipedia:Motion blur|Motion blur]] will be togglable on and off.{{livestream|4 May 2018|43m35|nff_kdiKdDU}}
 
  
A "default player appearance" may be automatically applied during [[Sieges|sieges]] or other large scale battles to improve client-side [[Performance|performance]].{{livestream|25 July 2020|54m10|KtVUiS7yAHE}}{{livestream|November 22 2019|1h08m05|A1SjmI_SOgo}}{{livestream|17 August 2018|1h07m51|-fUWFkMvyHY}}
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: '' I think you guys will agree with me here that effects now are, as opposed to where they were in Alpha-1, we've taken into account what people's feedback were, although it was always the case we were going to address them; and we've implemented them in such a way where they're more conducive to large player battles.''{{livestream|2023-04-28|1h03m41|iWwkvsnjEnE}}{{ndash|[[Steven Sharif]]}}

Latest revision as of 01:34, 5 November 2023

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 was performing at 50-60 FPS on a 1080 Ti during early Alpha-1 testing.[5]

  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[9][10][8]
I think you guys will agree with me here that effects now are, as opposed to where they were in Alpha-1, we've taken into account what people's feedback were, although it was always the case we were going to address them; and we've implemented them in such a way where they're more conducive to large player battles.[6]Steven Sharif
  1. Livestream, December 23, 2021 (1:10:09).
  2. RTX3070clarification.png
  3. Livestream, December 23, 2021 (1:08:42).
  4. Livestream, September 24, 2021 (52:48).
  5. alpha-1-fps.png
  6. 6.0 6.1 Livestream, April 28, 2023 (1:03:41).
  7. Livestream, January 27, 2023 (1:07:12).
  8. 8.0 8.1 Livestream, August 17, 2018 (1:07:51).
  9. Livestream, July 25, 2020 (54:10).
  10. Livestream, November 22, 2019 (1:08:05).