almost 6 years
ago -
Hunt: Showdown
-
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Transcript (by Youtube)
2s | [Music] |
---|---|
4s | we spoke to Chris auti |
6s | level design director and Sebastian |
9s | Laurent technical director about |
11s | performance update 24.2 when we released |
16s | 4.0 there was a number of things that |
18s | have been changed in the game there were |
19s | a number of things in the background |
20s | that had happened and this course some |
22s | performance drops for a lot of people |
24s | the community were very vocal about it |
26s | as right they should have been and this |
28s | was one of the things that we wanted to |
30s | make sure we fixed for the performance |
32s | update and not only fixed it and |
34s | improved it but added on top of it made |
36s | the stores go down lower people's CPU |
39s | usage and other things so players will |
43s | get some improvements to the threading |
45s | because that's one of the main causes |
47s | for this tools that we've identified |
49s | overall we are going to reduce the |
52s | pressure on your multiple CPU cores you |
55s | should also see a slight decrease in the |
56s | memory usage we see maybe 15% memory |
59s | reduction there people in lower end |
61s | hardware should also see a frame rate |
62s | increase as well and we always said that |
67s | it's better for a game to have a smooth |
69s | 30 than it is to have a spiky 60 when it |
72s | comes to performance like you're trying |
73s | to aim at someone you're trying to take |
75s | someone's head off with it with a |
76s | Winchester and the second you got to |
78s | pull the trigger there's a few frame |
79s | drop and you missed the shot is now |
81s | that's a devastating thing to a player |
82s | and it's something that we obviously |
83s | want to avoid what we found was in the |
86s | background there was a process that was |
88s | happening in run time that should not |
89s | have been happening in run time it was |
91s | something that was disabled you know at |
93s | some point in development of hunt but it |
95s | was only disabled in our internal bills |
98s | in the release versions of the game this |
99s | feature was still actively running in |
102s | the background and when we turn that off |
103s | we noticed that there was you know a big |
105s | improvement in the smoothness of the |
106s | game so that is something that will |
108s | benefit literally every player out there |
110s | it will be you know a much smoother |
112s | experience because of that being |
113s | disabled now so yeah this background |
115s | process that we figured out was also |
118s | especially memory hungry |
119s | so for machines that have lower amounts |
122s | of RAM like typically eight gigabytes or |
126s | so it was especially expensive to have |
130s | it running additionally to this we also |
133s | our physics thread was now having a |
136s | higher workload than our main thread so |
138s | we had to synchronize properly the main |
141s | thread and the physics thread to make |
143s | sure that you don't render multiple |
144s | frames with the same physics result |
146s | because even if your frame rate would |
148s | stay high in that kind of context you |
150s | would still end up with a very stuttery |
152s | feeling typical users have about four |
155s | cores but we have many more threads that |
158s | need to run that need CPU time to |
160s | execute so like typically we have |
162s | multiple threads running for physics |
164s | like physics workers we have a job |
167s | system that is splitting all the workers |
169s | of the gameplay logic and of some other |
171s | systems onto multiple threads we have a |
173s | main thread we have a render thread we |
174s | have multiple earlier threads and all of |
176s | this like fights to get some cpu time so |
180s | even if we just reduce the workload on |
184s | the physics thread it's not just |
185s | affecting physics it's also giving some |
188s | breathing room for every other process |
190s | to run and get CPU time in addition to |
193s | that we found a few places where we were |
195s | loading objects in runtime which is a |
197s | big no-no we don't want to be doing that |
199s | we found an issue specifically in |
202s | Cemetery normally when you're in these |
203s | underground sections you don't render a |
205s | lot of the stuff outside and around you |
207s | we found a bug in that where it could be |
209s | rendering a lot more than it should do |
210s | so we fix that so players might see |
212s | perhaps 10 to 20 frame improvements in |
215s | the underground sectors especially |
216s | fighting bosses which we think will |
218s | obviously help people a lot when they're |
219s | doing that users might see that in the |
224s | debug information that they can activate |
227s | that the CPU starts waiting for the GPU |
230s | if you ever see this something that you |
233s | might want to take a specific look into |
235s | is resolution scaling because the |
238s | biggest cost we have on the GPU is |
240s | typically the the rendering side of it |
243s | which is directly linked to the number |
245s | of pixels that need to be processed so |
247s | the resolution scaling is a good way to |
249s | keep your you ice crisp and still lower |
251s | a bit the load that you have on the GPU |
253s | side also please make sure that if you |
256s | can afford it you're in exclusive |
259s | fullscreen because that might also help |
260s | for various reasons like vos allows |
264s | hunter to have more |
265s | resources dedicated to it when you're in |
268s | that mode what we haven't done is |
272s | combined everything that we were going |
273s | to do for 5.0 and 4.2 into one patch |
275s | reason being is then you wouldn't get a |
278s | patch for quite a long time so we wanted |
280s | to make sure that we addressed it |
282s | current issues and smoothed out the |
284s | experience for people as much as we |
285s | could as soon as possible because |
287s | obviously you know players have been |
289s | waiting several weeks now for |
290s | performance update so we wanted to make |
291s | sure that they have something now that |
293s | they could see and they could get some |
294s | effects for to offset the issues that we |
296s | saw on 4.0 so that was a huge priority |
298s | for us we're focusing on asset side |
302s | optimizations for 5.0 and we want to |
305s | make sure that you know from a GPU side |
307s | that there'll be improvements there as |
309s | well |
309s | the reason why we don't have all these |
311s | optimizations shipped into 4.2 is linked |
315s | to the way we structure patches all of |
318s | our minor patches will have like smaller |
321s | chunks of perhaps content but mostly |
324s | code improvements whereas it's only in |
327s | major patch releases that we can feature |
329s | like perhaps level refactorings or |
333s | changes on the way we approach |
334s | animations or things like this like |
336s | riskier changes have to wait for larger |
340s | content updates from our side we want to |
343s | say thank you guys for your patience |
344s | especially over the last few weeks when |
346s | it comes to performance on hunt and we |
347s | appreciate any feedback you give us on |
349s | this patch which should now be live for |
351s | all of you we will keep on working on |
353s | performance and there's gonna be more of |
355s | these to come so thank you thank you |
360s | [Music] |
363s | achieved with CryEngine |