Difference between revisions of "Template:Performance"

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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|performance]].{{livestream|25 July 2020|54m10|KtVUiS7yAHE}}{{livestream|November 22 2019|1h08m05|A1SjmI_SOgo}}{{livestream|17 August 2018|1h07m51|-fUWFkMvyHY}}
 
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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: ''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.''{{quote|steven-server-performance.png|link=https://discord.com/channels/256164085366915072/256164085366915072/996885270941138954}}{{ndash|[[Steven Sharif]]}}

Revision as of 21:25, 13 July 2022

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.[6]

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.[7]

  • Highly scalable options to adjust rendering and particle effects will be offered.[8]
  • Motion blur will be togglable on and off.[9]

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[10][11][7]

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.[12]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. Livestream, December 17, 2019 (51:20).
  6. alpha-1-fps.png
  7. 7.0 7.1 Livestream, August 17, 2018 (1:07:51).
  8. game system.jpg
  9. Livestream, May 4, 2018 (43:35).
  10. Livestream, July 25, 2020 (54:10).
  11. Livestream, November 22, 2019 (1:08:05).
  12. steven-server-performance.png