But why is it an option though? I cannot think of an usecase where you'd want to upscale the resolution without seeing a change?
The difference will be subtle if you are already using MSAA etc
But why is it an option though? I cannot think of an usecase where you'd want to upscale the resolution without seeing a change?
The difference will be subtle if you are already using MSAA etc
I know you can't give a date but can you say whether it's this year?
I'd be very surprised if it wasn't
went from 100% to 150% (Which maxes out the 2080ti) Didnt notice a shift in quality so initial thoughts are that that setting is only useful for low power systems.
Display resolution is 2560x1440 @144Hz
150% game scaling at 2K raises your render resolution to 4K so it's not surprising really that you see a drop in FPS, assuming your graphics settings are in the ultra range and you're in a modern area
Hmm.... /u/darkimmortal
Still on the way
Some initial testing, game render scaling turned up absolutely nukes performance. It maxes out my 2080 ti instantly dropping to 30-35 FPS from 80-85 (Manor farm) Not sure if it's intended that way.
Lowering it obviously improves it a little, but you lose sharpness... Doesnt feel like something useful for high-end systems/resolutions.
What are you setting it to? What is your display resolution?
This actually works to some extent...
https://i.imgur.com/VPJEVC3.png
However in newer areas it looks quite broken:
I got on the beta today. Haven’t given it a full test drive yet but first thing I instantly noticed was no keyboard support, other than for typing chat messages. Surely Jagex will allow me to move the camera with arrow/aswd?
iPad Pro 12.9 btw.
Excited to see how it develops
Apple only recently (iOS 13.4) added support for these kind of key events, it's on the to-do list to integrate
The fps bug has been fixed - this was shipped in a 'warmfix' update ~2 hours ago, not part of main game update. You'll need to restart your client to get it
I see, was wondering because NXT literally only hammers 1 thread and is a serious bottleneck for my GPU.
It'll put 1 thread at 100% no matter what (pushing 144fps on 1440p) yet unable to sustain 144 across the board, with some areas pushing me down to 70-80. Hopefully I'll be able to achieve it with the update.
Might be the best update this year, atleast for me. Once you go 144 you cant really go back to 60...
Well the theoretical max increase is 2x fps, you'd be doing very well to hit that, but you should see an improvement
Will we see load spread across more threads if available? Given higher corecount CPU's are more mainstream now, or will certain processes just be split up limiting threads used in general? In which case a higher clock speed would be limiting?
Would like to know so I can take my time overclocking specific cores, see what their limits are :D
There is already multithreading in many areas of the game (loading, animation, audio, particles, picking, irradiance, shader compilation, the list goes on...), this change I am talking about is specifically rendering, and it is splitting it into one additional thread, as this is as far as it is possible to go in OpenGL
In an ideal case this would result in 2x maxxed our threads, in reality usually more like a 100% and a 75% (ignoring the other low load threads), with the order (ie main or render thread bottleneck) dependent on settings and quality of OpenGL driver
Sorry for the late reply, I went and tested it, it seems like the bottleneck is my GPU :/. Oh well. Thanks for the answer nonetheless!
You could probably go a long way to improving that by reducing the anti-aliasing quality - ultra is 8x MSAA, try medium (4x)
It's hard to say based on your settings whether you would be CPU or GPU bottlenecked - I would imagine CPU bottleneck but not got first hand experience with that hardware
If you can verify that you are CPU bottlenecked (a single thread maxxed out and/or GPU usage significantly under 100%), then probably yes
Xenial is not supported, the minimum is Ubuntu 18.04 (or debian 10)
What models are the tablet and phone?
Running on Samsung Galaxy A10, I previously had a Galaxy note 4 that worked without problems :/
The note 4 is all round a better phone for gaming than the a10, 3x better GPU performance and 3gb ram vs 2gb. Your crashes are likely due to insufficient ram, even though the minimum requirements state 2gb it does not account for system bloatware on some devices, which significantly reduces the ram available to apps. We have observed on some of these modern Samsung A devices that as little as 700MB ram is available, while on other 2gb phones it is usually double that. You may be able to improve things by reducing settings, especially draw distance and disabling textures
For now, change your phone system language
At a rough guess the first stage of it (windows only) is about 2 months away
It's taken a long time to get it perfect, as is the nature of multi threaded code, but it will be worth the wait
RS mobile keeps crashing when I open my bank or anything else that loads an interface :/
What phone are you running it on?
Okay my Samsung Galaxy tab A meets those specs as it is Android 9 with 3gb ram. Yet in Google play it says my device isn't compatible. This is why people are wanting a regularly updated list. Many people are in this same boat of hearing this broad statement of compatibility only to find their device that meets said statement still can't get the app.
Samsung Galaxy tab A
We had to block most/all of these Tab A devices due to very low GPU performance - i.e. half the performance of a flagship android phone from 6-7 years ago! I'm afraid these devices are not suitable for 3d gaming, they are intended for media consumption only, same applies to many cheap android tablets
Yeah we know about this, it's due to deficiencies in the old microsoft xaudio api we use, there is a workaround that will try to switch device if you unfocus the NXT window (based on the incorrect assumption that switching audio device requires going to some control panel menu, rather than simply plugging in a USB device), so that may be something you can try, but of course no use if it crashes first
We're due to move to wasapi or some other modern API, which would allow us to handle this situation more nicely, but as it stands there is no way for us to know that the audio device has changed. In my personal experience we are not the only game/app with this issue!