Bro. Please. Please. Okay I’m going to do this to your post for free then I will respond to myself. edited portions will be italicized to help you improve your writing.
This game is poorly coded. The engine sucks, it’s got nothing to do with hardware. It’s like playing softball with you.
You want to be careful agreeing with me that the game is ok and plays fine, you might get called a dev or even have the London 14 year old ganstas coming for you,
Saying there are no performance problems is disingenuous.
There are many sources contributing to performance issues.
Does NW interact poorly with some GPU’s? Maybe. I have no first hand experience nor am I stressing for extreme performance (capped FPS@75 on a 1070ti). With a 28ms ping I get occasional near freezing, desync and general blips. Stuff that I never got in over 3 years of alpha/beta.
In conclusion, there is a lot of opportunity to tune this beast. Does AGS have the will or the skill? No clue.
Yep I play at 1080P on a 360hz screen and I’m not using a 3080, I’ve posted my specs already.
My post refers to the optimisation of the game engine. Just because I get high fps, it doesn’t mean others do - most folk are not running the specs I have and the game engine does not allow much headroom for lower end hardware.
Lumberyard is a fork of CryEngine and while the engine worked well for mobile deployment, issues surrounding the client authoritative networking is one of the major factors that the project has been abandoned for future title development. Unfortunately, the issues with desync, lag compensation and general issues like movement bugs will be hard to fix in this engine, but using Unreal Engine 5 is not a better solution.
Linux will be continuing development of Lumberyard under their new project Open 3D Engine. Amazon has Initiated the AZoth Engine project to leverage their new cloud based Luna service which will hopefully be a direct competitor to Unreal Engine 5.
While Unreal Engine can provide some unrivaled photorealism, the software is very limited in it’s ability to stream large, open world environments. In a large scale environment, Unreal Engine starts to suffer from editor complexity, convolution and runtime errors that can be very hard to debug. Furthermore, Unreal Engine 5 is currently having issues with extremely low FPS with large scale texture streaming that is proving to be extremely prohibitive to MMO development. Additionally, their Editor and Blueprint tools in the current iteration are severely bugged which is making deployment extremely difficult.
When I first started, there were so many people complaining about New World lagging. I never had issues in heavily populated settlements. I very rarely get frame rate drops in huge portal runs/chest runs.
I’m not a big classy PC freak. I play game. It doesn’t blow up. Not complicated.
Journalism really has a way of distorting perception and children really have a way of telling fish tales.
But that’s just a theory.
I play game. It doesn’t blow up. A million words. Still not blow up. Crazy.
I have a reasonable pc and frames aren’t an issue for me. I always have 60+, 80+ away from settlements. Its more server stuff I notice… Weapon swap and people teleporting etc…
Hey I just bought a PC less than 5 years old and for the first time in my life Im getting 60 fps. I have no idea what to compare this to or what a game engine is but the games working fine for me! Must be your computer! I started building computers in 1989 and my my most recent build lasted me 15 years so I know what Im talking about.
That’s pretty much the point of Furmark. To make sure your computer doesn’t crash under pressure.
I’m pretty sure those cards which fried playing NW would also have fried with Furmark. And they should NOT.
For the last few days I tried turning SMT (hyper threading for Intel) OFF in bios, and I gotta say, it seems to perform better. Hard to tell if it’s placebo or not tho, if only I had the time to test it 10 times in OPR with it ON and then OFF to get decent measurement of avg fps and 1% low. Could be worth trying out.
In 2016 HT was a problem with Star Citizen (if I recall correctly) and they modified their version of CryEngine to fix the problem. They later dumped their version for Amazon.