I remember like 10 years ago, maybe more. The humps were laughing at the people complaining about graphics since gameplay etc matters a lot more. Funny how things go
Tbh i was initally very hyped for this game. (I created this thread afterall)
But demo after demo this ran worse and worse for me. (tried the demo that is at least up to par with the 0.9 version)
I cant figure out why. Some ppl claim that the game doesnt have shader precacheing but shouldnt then everyone have performance issues?
I dont care that much about the gfx but hate stutter fests.
My hype died with the performance.
Ryzen 5700x, 4070, 32 gigs ram and it has stutter.
Only other game which i had issues with up until now was jedi, survivor and that one got fixed after i enabled Resize Bar.
Tbh i was initally very hyped for this game. (I created this thread afterall)
But demo after demo this ran worse and worse for me. (tried the demo that is at least up to par with the 0.9 version)
I cant figure out why. Some ppl claim that the game doesnt have shader precacheing but shouldnt then everyone have performance issues?
I dont care that much about the gfx but hate stutter fests.
My hype died with the performance.
Ryzen 5700x, 4070, 32 gigs ram and it has stutter.
Only other game which i had issues with up until now was jedi, survivor and that one got fixed after i enabled Resize Bar.
Still haven't tried the 1.0, but if you want we can trade my your 4070 for my 3070
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
Yeah it's janky and also somewhat buggy at the moment (nothing gamebreaking tho) but that is given when it comes to this scope and ambition on a limited budget.
Still the game has 'that' something special, you can clearly see how much love and effort the devs put into it.
I prefer to play this than replay Oblivion just with nicer graphics.
Starting as a caster in this is basically starting as a marathon runner, cause your spells do fuck all damage since they're tied to whatever item you have for casting, and unless you go to where the casters are to get the drops for your class, you do no dmg. So you just kite for half an hour to kill something. Then you get the frost shit and one shot most things... I dunno what they where thinking with this system.
I have a major problem with the stat requirement on items. Why have this? OH I just got good items? Sure, need to level up 6 times and pick those specific attributes if I want to use them. Thanks game, lot of fun here. And it's not cause i have the wrong stats assigned, no. It's just that legitimately, you can't have that many points at that level. Why even have those items drop, and it's not that it's one rare item... every item has stupid requirements like this. And this is just the starting area, not like I went somewhere I wasn't supposed to, there's legitimately nowhere else to go.
Being ranged is much better than melee. Stamina management it's quite rough in the beginning of the game.
Anyway, this Eurojank is pretty cool. I've played for a few hours and there's already more diversity than Bethesda has been able to muster in most of their previous games.
The dark Arthurian setting with its heavily exploration-oriented framework à la Todd-meets-Gothic pushes the right buttons for me, I'm only just a few hours in but it is an approach that I find intriguing both in terms of gameplay loop and atmosphere. I don't mind the roughness or the potato Unity visuals as long as all the elements come together in an immersive way despite being semi-dysfunctional, and thankfully that seems to be the case here
My build is shaping up to be battlemage-y (with sneaky traits as well) like the one I went for in Enderal, since that allows for more variety/effective loadouts and also mitigates the so-so melee combat. No obvious level scaling is a big positive, making the sense of progression and discovery feel worthwhile, all complemented by the writing which fits the theme without giving the impression of having been scrutinized by virtual committees. It's probably wise to wait for some patches though since there are rather frequent awkward situations with the hit detection/AI, the performance leaves to be desired (shader compilation stutters, framerate drops mostly tied to the rendering of grass etc.) and I reckon the new chapters will likely need more polish as usual. Still, I'm pleasantly surprised so far kurwajank notwithstanding.
@Lametta: Since the game is DX11 I'm using the trusty dxvk which gets rid of the hitching as a temporary fix until the issue is (maybe) addressed - the downside is that DLSS will no longer be selectable but you'll have to rely on the engine's standard upscaling method.
I stopped playing the demo after 20 minutes because I was so impressed and didn’t want to spoil the full game but after playing the first session for around 5 hours today, I’m hooked on this one! It’s a welcome alternative to the Bethesda games I’ve already played through and I wholeheartedly agree with GamingBolt that the questing and world exploration is super addictive
A bigger patch is expected at the weekend.
Hope it fixes some of the technical issues.
I might buy it and give it a try afterall.
Found this on Nexus Mods:
Quote:
The problem
The game is a great attempt at an Elder scrolls type of game and it mostly succeeds at that, but it is made in Unity engine, an otherwise great engine that is not at all suited for Open World, large geometry and distant view games. The game is very CPU bound and all it's performance derives from one setting. You can literally push every graphics setting to its absolute max and it will make zero difference to your FPS, except from view distance and vegetation quality. These setting controls how far back or how close to your view the LODs for the models come into play and also the terrain errors that will be visible. If you scale these settings to their lowest, you will have constant pop in, crazy terrain errors especially where the terrain merges with meshes, but your FPS will be at a constantly higher level and your CPU usage will fall dramatically. Pair this unoptimized situation with the fact that the game uses DirectX11, an old mostly single threaded API and we have all the makings of a performance disaster.
The possible fix
The only way to fix the above mentioned problems (apart from the devs obviously doing things under the hood) is to use a different, newer API that tries to be more multithreaded and compiles shaders asynchronously so as to mitigate stutters as much as possible and help with the disastrous CPU bottlenecks. That's where dxvk-gplasync comes into play. It is a fork of the famous and awesome DXVK that tries to (admittedly in a hacky way, that works if you have a newish GPU and a good enough CPU) mitigate all the shader compilation stutters.
Just tried the demo, looks really promising! The price is not too bad, but anyone know if there is a cheaper place than steam or if it will come to gamepass?
shitloads of new stuff in my pc. Cant keep track of it all.
I just got to the first settlement, doing quests and stuff.. Where do I learn more magic spells though?
The game just starts throwing spells at you as soon as you explore a bit more and do more quests, with the rarest ones being hidden inside chests located in specific (isolated) places. There are guides with their coordinates but I prefer to go in blind as always (it's not like the game is particularly deep or demanding anyway)
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