luke-dooly

luke-dooly



14 Jun

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resolution issues should be resolved with the latest patch that just released let me know if anyone is still experiencing issues. thanks.


30 May

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hey, sorry for not replying earlier. your log was golden. could u also provide the crash report? it should be here.
C:/Users/kiwig/AppData/Local/Temp/Eleventh Hour Games/Last Epoch/Crashes
can you also turn off your damage numbers and see if the crashes persist? we believe the crash to be related to text.


27 May

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had a look through the output logs the crash was caused by a unity generic acceptation. as of such, I don’t have a lead on it yet, seeing this error pop up more recently. do u know what patch number stopped working for u?


26 May

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hey, all I wanted to clear up some of the ambiguity and lack of information on my part :wink:
first of I just wanted to let u lot know that if you’re having any weird issues feel free to get in contact with me about it. anyway into it :wink:

memory allocation
memory allocation is how much vram can be dedicated to the texture streaming system. so for example if your graphics card has 2GB and the memory allocation is set to dynamic the game will get that graphics card memory. as a safety measure, the dynamic system is always 256mb less than the total vram u have. as of such, we have given u the option to manually select a higher vram amount. (disregarding the -256mb safety) this way if u know what your vram is u can set it and not ...

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hey all, we have done some internal testing with my fix and everything looks great. unsure when it will be rolled out :wink:


20 May

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hey, all its taken time to get this one fixed for good as resolution switching was actually a relatively new feature to unity itself. (beyond full-screen and windowed). we have just finished a new revised version that now can adapt to user inputs as well as starts in the correct resolution. due to its nature we will have to do a fair bit of internal testing i will update here how that goes :slight_smile:


17 May

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https://en.wikipedia.org/wiki/Monte_Carlo_algorithm what i was referring too. to bad this one wont taste as good :wink:


15 May

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for some reason, unity is hard crashing from what looks to be just a generic out of memory issue. considering your computer is about on par with mine I don’t think that should be a factor tho. (physical ram size) ill see what i can do.

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would u also be able to provide your cpu specs as well? a dxdiag or just the name would do thanks.


09 May

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a crash log is more helpful. it should be next to the output log.


08 May

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ok, so we have nailed it down to SSE4 instruction sets not being compatible with old cpus. we are currently doing an internal test build to see if we have fixed the issue. there is also a different game crashing bug at the moment that we have not been able to find enough info on so keep those crash logs coming in!!

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thankyou for the report. we are seeing what we can do! wish us luck :slight_smile:

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we are still waiting on a response from unity atm. its on my radar as one of the biggest items.

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hey all we are currently looking into this crash. ill update here when i know whats going on to cause the error.


06 May

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thank you Moncky we believe we know the issue. now to get a fix :wink: wish us luck.


22 Mar

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Since the last patch we have been hard at work optimizing and upgrading the graphics in Last Epoch. Today I’d like to share a few of the changes that we have made so far. Many framerate issues were caused by either grass or real-time lighting.

To resolve the bad performance with shadows we have begun the process for baking shadows into the levels, as well as swapping our real-time shadows to a new solution that uses a Monte Carlo method to blend hard shadows.

The main advantage of baked effects is they are entirely calculated on our end, rather than being created by your computer. This means that baked effects are much more performant - but the downside is that they cannot adapt to changing conditions in the game, making them better suited for objects that don’t move. This allows us to make the shadows on Medium look as good as the shadows previously did on Ultra, while performing better.

 

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