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  • 9 ore fa
Videodiario della Performance Patch per Hunt: Showdown, lo sparatutto survival di Crytek.
Trascrizione
00:00Sì, abbiamo parlato con Chris Auti, Level Design Director, Theodore Maida, Lead Rendering Engineer,
00:12e Sébastien Laurent, Technical Director,
00:15per le domande delle domande delle domande che abbiamo chiesto per l'applicazione dell'Huntz Performance Patch.
00:24La principale ragazza che abbiamo fokussato sui CPU optimizzazioni prima,
00:28è perché il game ha fatto molto di spiega in la framerate che sono causato da CPU problematica.
00:36Inoltre, in molti configurazioni, la limitazione è ancora la CPU,
00:40quindi tutti i miglioramenti per l'applicazione di più aiutare i più aiutori.
00:44ma non significa che non ci concentreremo la GPU performance
00:49quando la CPU performance è disponibile.
00:54Per HUNT abbiamo sviluppato molti nuovi sistemi
00:57e aggiornato a la CryEngine
00:59e non avevamo molto tempo per ottimizzare.
01:02In addition a questo, ciò che è venuto molto tardi
01:05quindi non c'è più tempo per diventare l'optimizzazione.
01:11Ma questo è quello che abbiamo fatto per il passaggio
01:16quindi dovrebbe essere un grande miglioramento.
01:19E' un altro motivo per essere più CPU bound
01:23è che abbiamo molti contenuti nel livello,
01:26quindi molti entiti all'interno di ogni frame
01:30molti cose rendere e scaldi,
01:33quindi ciò che contribuisce alla coste.
01:36C'è quello che abbiamo fatto in livello design
01:38è un po' di più, più in più, più in più!
01:40E' un po' di più in livello!
01:45Inizialmente
01:46HUNT, come abbiamo già già messo,
01:48è molto pesato sulle CPU
01:49e i tradizioni di low-end sistemi
01:52avevano più lentamente CPU
01:54e meno cores disponibili per il game.
01:57E' questo motivo
02:00optimizzations
02:00to CPU-side code
02:02will affect those systems more
02:05than high-end systems.
02:07Memory efficiency
02:09has been improved, both in terms of
02:11memory accesses and in terms of
02:13volume of memory being used by the game.
02:15And typically lower-end
02:17hardware is the one with the least
02:19memory available, thus we
02:21decreased paging and swapping
02:23on these machines.
02:24And there were some issues that we addressed
02:26related to that that would benefit both low
02:28and high-end systems. So there were some
02:30CPU issues we found that could actually
02:32restrict not only people with lower
02:34end specification hardware, but also higher
02:36end specification hardware. So those are things
02:38we wanted to fix and address first
02:40before we start focusing on
02:42really pushing the performance from
02:44higher end GPUs and
02:46other hardware.
02:50It's more important if you have a stable
02:5230 frames per second than it is if you have
02:55130 frames per second, but it's going up
02:57and down constantly and it feels like it's
02:58lagging all the time.
03:00So from our perspective, it makes a lot
03:01more sense to get you a much more
03:03kind of stable and
03:06smoother experience overall than it is
03:07at this present moment to raise the upper
03:09frame rate.
03:12Absolutely. In some cases
03:13loading shaders at runtime
03:15and we were able to pre-cache all these
03:17so they would be loaded at game start
03:18and then we don't access the disk anymore.
03:20There were other cases like we use, we heavily
03:23use light clip volumes in the game, which are
03:26basically volumes that clip the lights and
03:30cube maps. And we had a lot of code that was
03:34checking constantly if entities are inside
03:37those volumes or not. We were able to optimize
03:39this down considerably so that this kind of test
03:44almost doesn't show up in the profile anymore.
03:46That affects basically this issue that they saw
03:49with the spikes when they ADS, when they go
03:51into sites, that's the shader loading issue.
03:53And when they experience a drop in performance
03:56on interiors, the clip volume should help
03:58reduce that a lot as well. There's a few
04:00other things we know about with that, so it
04:02might not be 100% fixed at this point, but
04:04we have some more plans for that.
04:06It is also something that we were seeing on
04:09like full screen effects where we were also
04:11accessing textures for the first time at this
04:13point. And it was all playing into the issues
04:16that we were having with memory, because
04:18obviously if it's the same drive that you use
04:21for paging and for also streaming all of your
04:23data, and then you have like spikes where you
04:26need an asset immediately for rendering, then
04:30obviously it's terrible for your framerate.
04:34Hunt is actually a bit of a memory hungry game, or at
04:38least was because mostly we had some issues
04:42with some of the systems that are dedicated to
04:45memory management, and we couldn't use them
04:48out of the box, so we had to fix them.
04:51And moreover, we developed new technology that was
04:54not completely ironed out at this point, and that
04:56led to larger memory overheads that we had to
05:00fix as well. It's also part of how we build
05:03content that we didn't realize where we would
05:06make mistakes, so now we're addressing all of it.
05:13Part of that from our side is we need to
05:14investigate it, we need to figure out why that's
05:16the case. There's a lot of moving parts, there's
05:19a lot of variables that go into, you know,
05:21performance and specs and different hardware
05:22configurations and other things, so some of those
05:24issues take a little bit of time for us to
05:26investigate. And, you know, if we come across
05:30situations like that, by all means, please make a
05:32post about it, get in touch with us on Discord,
05:34talk to our moderators, videos, DXDiag, and other
05:37stuff, because those are things that we want to
05:40make sure go away, and the more information the
05:42better, I'd say.
05:45I would imagine a few people would be aware that,
05:48you know, there was a patch that came out, I think
05:50we call Hophix 2, which had some performance
05:52implications, and players noticed that there were
05:54some frame rate dips and other things due to an
05:56issue that was introduced for that patch. We want to
05:59avoid that if possible, we want to make sure that we
06:01give the community a chance to experience it first, and
06:04share their issues with us so we can actually identify
06:06them and make some changes, which in the performance
06:08patch on live, sorry, on the test server actually
06:10happened, we got a lot of feedback from people, and we
06:13could make some adjustments and some changes almost
06:16live, as it were. The second issue is that if we
06:19deploy on our live servers, then you have the chance of
06:22losing hunters. If we deploy a patch and there's an issue
06:25with it, you might lose, you know, a hunter here or there
06:28to bugs and other things, and that's something that we
06:30really would rather avoid, so the test servers are a
06:33much more kind of safe location in order to get players
06:38in, get them to test the stuff and give us feedback
06:40where possible. There's a third reason as well, which is
06:44we're also sort of testing these servers and making sure
06:46that they're working for when we start deploying content on
06:49there and future patches and other stuff. It allows us to
06:52to make sure that they're in working order and that we
06:54have, you know, quick iterations and we can get the data
06:56we need from that as well.
07:00Should be live as you're watching this video, it should
07:03already be out, so you should already be able to experience
07:05it and hopefully issue free. If not, we got a lot more work
07:09to do. Fingers crossed.
07:13The next steps would be continuing on fixing the stalls that
07:17we have left in the game and when the core gameplay experience
07:21is completely free of them, then we will focus on improving
07:24average frame rates. Then we will focus on providing the users
07:29with faster loading times because that's also one of the main
07:32concerns that people have been having, apart from the matchmaking
07:35that can take a bit of time. Usually still the loading time is
07:38the biggest portion, so we want to address that. And we will also
07:42give some debugging tools so that you can communicate to us better
07:46what issues you are having when performance is not great. So it
07:51comes both with a visual part that you can activate and so that you
07:57can let us know a bit more information or also it will go through
08:02specific telemetry that we collect while you are playing the game so
08:07that, for instance, at the end of a round, if the performance
08:10wasn't great, you can talk to us about it and we will be able to
08:14look into the actual numbers and see perhaps your frame rate
08:18dropped in that area of the level. We can look into this and address
08:21that specific issue for you. So guys, in closing, we just want to
08:26extend our thanks to you for sticking with us through this and for your
08:30patience with these performance issues that we had. Obviously, it's been a very
08:34hot topic for the game. We had an enormous amount of feedback from you
08:39guys. Very, very, very good feedback. We had a lot of screenshots,
08:43we had a lot of videos, the surveys that you guys completed. We had one-on-ones
08:47with a lot of you in Discord. On a couple of occasions, we even had
08:50some personal Twitch streams to try to find some of the issues. And the amount
08:55of time that you guys have dedicated to helping us out with this is fantastic.
08:58Thank you so much for that. I guess we also should make a big
09:03thanks as well to the moderators on the various channels that we have for
09:06gathering all this stuff and trying to keep us up to date with everything.
09:11Hugely appreciated. We want to do much more of this in the future.
09:15We want to communicate with you a bit more clearly in the future about
09:17performance as well. And hopefully there will be a lot more updates
09:21and a lot more performance patches coming out soon.
09:24And you should be able to play the patch live right now.
09:34Achieved with CryEngine.
09:35Thank you.
09:35Thank you.
09:36Thank you.
09:36Thank you.
09:36Thank you.
09:37Thank you.
09:37Thank you.
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