Assassin's Creed: Origins (Ancient Egypt)
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mug2k




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PostPosted: Sun, 10th Feb 2019 14:04    Post subject:
Interinactive wrote:
This game is like a QOL patch on Odyssey in so many ways, I don't understand how Odyssey is the newer game. The climbing is more fluid and you don't get stuck, better skills to unlock, more weapon types, better secondary weapon types, more mount types, nightmare difficulty isn't a grind, people climb on boats with you, people ride around on mounts a hell of a lot more, the shield is great for defense against arrows, the world feels more alive (even though it's in a fucking desert) - and so on.

Plus it looks better IIMMOOOOOOO

It's much more gamey, whereas you can tell Odyssey was designed for the P2W grind. I'm glad I didn't play this first Laughing


Wait, so you played Odyssey after Origins and still preferred Origins? I just finished Odyssey and really enjoyed but thought if I tried Origins it might not be very good in comparison. I assumed the sequel would be a better and more polished product, if that's wrong I'm gonna check it out for sure!

BTW, does Assassins.Creed.Origins.The.Curse.of.the.Pharaohs-CODEX contain the original game?
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Interinactive
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PostPosted: Sun, 10th Feb 2019 14:14    Post subject:
⁢⁢


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DarkRohirrim




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PostPosted: Sun, 10th Feb 2019 14:15    Post subject:
@Interinactive Huh, so you think this is still the better game overall? I'm asking since I haven't tried Odyssey but played quite a bit of this on the YARR release. The setting in this is much more appealing to me, but I haven't played in quite some time since it got to that usual "Ubisoft game" point and everything was so samey, going to a new area>cleaning up whatever points of interests and quests were there>next area>repeat. I might buy it at some point and go back to finishing it, or I could do that with Odyssey, but now I'm not so sure.

@mug2k Yes, that is a complete release.


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mug2k




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PostPosted: Sun, 10th Feb 2019 14:16    Post subject:
Interinactive wrote:
I played Odyssey, for 160hrs, grinded and grinded and grinded

Then I played Origins (still playing). The only thing I don't like is the lack of individual UI toggles, but other than that I think it's better


Jesus, I finally stopped playing at 85 hours Cool
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harry_theone




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PostPosted: Sun, 10th Feb 2019 14:42    Post subject:
Yeah SHOCKING that people have an actual opinion that is different to the general consensus Dude Surprised
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Yondaime
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PostPosted: Sun, 10th Feb 2019 15:01    Post subject:
⁢⁢


Last edited by Yondaime on Mon, 2nd Dec 2024 15:31; edited 1 time in total
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vurt




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PostPosted: Mon, 11th Feb 2019 00:25    Post subject:
I still play Origins. I have to take breaks from it after i have played around 25h, sometimes i wait a few months. But this goes for almost any game, it's just not as interesting as it used to be.
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Interinactive
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PostPosted: Mon, 11th Feb 2019 00:59    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 09:24; edited 3 times in total
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prudislav
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PostPosted: Wed, 4th Dec 2019 23:52    Post subject:
Assassins.Creed.Origins.The.Curse.of.the.Pharaohs.Crack.Only.READNFO-CODEX
Quote:
Release Notes:

This is an experimental Proof of Concept release where the Denuvo DRM
and VMProtect have been removed completely from the main executable

The main idea of this project was to verify whether Denuvo affects
CPU usage and overall performance of this game. We noticed faster
loading times but will leave the rest of the performance comparison
battle to others

Here is a small tech summary of what has been done:

VMProtect is fully removed (30 VM entry points)
Denuvo is fully removed (104 VM entry points)
All required PE directories are fully restored
(exports, imports, exceptions, TLS)
Fixed around 500k absolute & relative code and data pointers

The team would like to send out special thanks to our hard working
mate who is responsible for this huge project. This would not have
been possible without you! You rock man!


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sabin1981
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PostPosted: Wed, 4th Dec 2019 23:59    Post subject:
Holy shit.
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prudislav
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PostPosted: Thu, 5th Dec 2019 00:01    Post subject:
indeed


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LeoNatan
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PostPosted: Thu, 5th Dec 2019 00:01    Post subject:
Denuvo is cracked in codexrepackshit so we are all fucking then

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tonizito
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PostPosted: Thu, 5th Dec 2019 00:44    Post subject:
Maybe it's time to finish to return to this crapssassins Very Happy


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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JBeckman
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PostPosted: Thu, 5th Dec 2019 08:46    Post subject:
I found Origins to be fun though there is some grinding and the size and scale and pauses as you push into higher level zones and have anything at +2 or +3 to your own level totally demolish you hampers it a bit.

Better than Odyssey though scaling forever thanks to patches putting the cap at 99 instead and a even larger world to walk and also sail around until most of the fast travel points are unlocked.

Excellent visual detail (Aside from the ridiculously low detail distance even if the total view distance gives a amazing illusion of vast detailed vistas.) plus the main story and some of the side stories weren't too bad though some of it does end up feeling like padding or busywork and the usual smaller fetch this thing or kill this thing between the better set pieces and story reveals.

Still kinda prefer the Ezio trilogy but I assume replaying them and going back to the marionette / puppet control mode and such would be a bit difficult, did make it trough AC3's remaster though. Smile
(Takes a while to get going and some of the design decisions and other flaws make it less than enjoyable at times though I got a different opinion on Connor this time heh.)


Remaster of the first game with more game and less Rule of Three Trials in between happy stab adventures of assassination business would be really fun but I guess they'd mess it up somehow and Unity and Syndicate are probably not in a need of any overhauling just yet though more patches wouldn't have hurt.
(Black Flag I guess can be touched up somewhat and then there's Rogue but it got some smaller tweaks for it's console only re-release.)


EDIT: Odyssey has it's moments but the pacing and grinding drags it down and the overall feeling of just being forced to hit every area as the three part main story drags out is pretty obvious plus the less used areas unsurprisingly are used for the Hidden Blade DLC though Fate of Atlantis ends up as a mix of pre-quests and then hitting the new areas.
(They look nice but not something players would return to after finishing though with the D removed maybe the load times would be somewhat reasonable again ha ha!)


EDIT: Obligatory screenshot moment.


Doesn't quite have the same glitches as the old titles or at least I managed to not hit anything too severe other than some creepy stuff like this horse being all smiles. Very Happy
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beyondthesun




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PostPosted: Thu, 5th Dec 2019 13:50    Post subject:
I'd actually be curious about some benchmarks with this new .exe, see if it makes any worthwhile difference in CPU load.
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prudislav
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PostPosted: Thu, 5th Dec 2019 14:05    Post subject:
iirc from what we know denuvo does most of its shit during loadings so it should improve loading times


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JBeckman
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PostPosted: Thu, 5th Dec 2019 14:18    Post subject:
Loading times and the initial startup times should improve and well the info from the crack already says as much.

Game wise you get the thing Ubisoft did with this version of Anvil Engine Next so the game is very CPU heavy particularly towards NVIDIA utilizing the D3D11 driver command list feature (Unsupported on AMD, optional part of D3D11_1 and later.) to spawn eight additional render threads meaning a octa core CPU comes recommended though a good hexa works but framerate will see dips particularly in cities. (Alexandria primarily in Origins, Athens primarily on Odyssey.)

Still requires a good CPU on AMD but the more fluctuating CPU utilization even on high-end models also means more erratic performance overall though AMD did improve things with newer drivers. (Well they kinda had to, initial ones were badly broken on Odyssey hitting low 20's at best.)


Beyond this we get a whole ton of draw calls and the way the game culls or occludes this but it still puts a serious demand on hardware, bit like Watch_Dogs 2 and pushing the extra view distance slider from 0% and seeing how the game struggles from handling all that, D3D12 would probably have made a nice improvement here.

Anything else? Well the games draw upon a ton of compute shaders so shader performance is important for the GPU but Pascal and Turing should be just fine and on AMD's side Polaris and Vega should do it or Navi but the driver issues are a possible problem having more erratic performance as the clock speeds can fluctuate if the CPU isn't keeping up.
(Less of a issue with PowerPlay and the earlier GPU models, Navi using something called SMU and free clock speeds instead of states means it can be all over the place at worst.)

Textures are a bit so-so and the game is like NEEEIN! just like so many other modern games and keeps a pretty aggressive cache setting frequently purging and reloading data even on GPU's with more than enough VRAM which is a issue though not as bad the CPU dependency.

LOD's scale very quickly from the player/camera position all the way down to really ugly but the multitude of steps and transition zones ensures it gives a impression of a vast detailed world though close inspection kinda breaks it but mid-gameplay most players will likely not notice and pop-in is also not as bad as it could be for how the game is scaling like this.
(DeadEndThrills photos for the game extends this quite a bit but the entire game just goes unstable from what I'm understanding so it's quite sensitive to changes here.)


Ultimately I suppose the games are quite demanding for what they present visually and though they do look good there's all sorts of underlying issues and compromises though the big thing is that it needs a fairly modern fairly strong CPU and even if AMD doesn't support that particular feature the game itself spawns quite a number of threads and extends over several cores.
(Think there's a specific implementation in the driver for Civilization 5 and then it's D3D12 and Vulkan where support for this sort of thing is moved from optional to mandatory.)


As for Denuvo well the CPU overhead and such might mean there's potential for performance gains but it should be pretty dormant (*should* Bit of a thing that too. Razz ) so loading times and startup speed assuming Ubi didn't get creative.
(Some games do often to the detriment of the players enjoyment and overall experience adding fuckton-o-triggers and other fancy shit that goes ignored or is added at the end of the development process and testing is basically next to nothing for this sort of thing.)
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spajdr




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PostPosted: Thu, 5th Dec 2019 16:06    Post subject:
Ok, tested CODEX release, loading time is faster, but performance is exactly same as with protection enabled.
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prudislav
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PostPosted: Fri, 6th Dec 2019 00:04    Post subject:
spajdr wrote:
performance is exactly same as with protection enabled.

not exactly , looking at those spikes


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LeoNatan
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PostPosted: Fri, 6th Dec 2019 00:08    Post subject:
There are also GPU spikes. How would the protection cause those?
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shimec




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PostPosted: Fri, 6th Dec 2019 00:20    Post subject:
Probably causes CPU spikes and CPU spikes cause GPU ones.
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LeoNatan
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PostPosted: Fri, 6th Dec 2019 00:33    Post subject:
How exactly does a CPU spike cause a GPU spike? That's not how rendering works.
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DaLexy




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PostPosted: Fri, 6th Dec 2019 02:14    Post subject:
For real ? Put your CPU under load with Prime95 and then try to do a 3DMark run aswell. Let us know the results.


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LeoNatan
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PostPosted: Fri, 6th Dec 2019 02:21    Post subject:
The result is lower GPU load, due to CPU not being able to send draw calls fast enough. The opposite of the spikes seen in that screenshot.
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DaLexy




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PostPosted: Fri, 6th Dec 2019 02:58    Post subject:
And what happens when you turn off prime95 when doing the 3d run ? Does the GPU load spike up again ?


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Sin317
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PostPosted: Fri, 6th Dec 2019 03:49    Post subject:
Couldn't it just be a bug in the code of the game engine? Does it HAVE TO be denuvo related?
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Interinactive
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PostPosted: Fri, 6th Dec 2019 03:54    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 09:01; edited 3 times in total
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shimec




Posts: 1215
Location: Serbia
PostPosted: Fri, 6th Dec 2019 07:07    Post subject:
LeoNatan wrote:
The result is lower GPU load, due to CPU not being able to send draw calls fast enough. The opposite of the spikes seen in that screenshot.


That's what I see on this graphs exactly. CPU can't send draw calls fast enough, causing GPU render time to increase, thus this spikes occur. It is render time graph, so this spike actually means higher frame render time caused by lower GPU utilization.
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LeoNatan
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PostPosted: Fri, 6th Dec 2019 19:47    Post subject:
shimec wrote:
That's what I see on this graphs exactly. CPU can't send draw calls fast enough, causing GPU render time to increase, thus this spikes occur. It is render time graph, so this spike actually means higher frame render time caused by lower GPU utilization.

But that's not how rendering works. Software on CPU queues draw commands and flushes them, at which time the GPU executes them. GPU usage doesn't increase—frame time increases. Different thing entirely. Take any scenario where a GPU is CPU-bount—the GPU utilization is lower, not higher. Likewise, in this case, if CPU was busy with vmprotect, it would only starve the GPU, not cause it to work harder.

I am not saying something isn't up, just saying that the supposed damage of vmprotect doesn't seem to me able to cause such GPU spikes.


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shimec




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Location: Serbia
PostPosted: Fri, 6th Dec 2019 19:59    Post subject:
I think you are reading this graphs wrong. They don't represent utilization, they represent frame time in ms.

So if CPU is busy with DRM, doesn't feed GPU enough data, so frame time increases and that spikes are exactly that. Starved GPU doesn't get enough data from CPU, making it go lower in utilization, making the frame time bigger and that is represented as a spike.
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