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KittySkin

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Posts posted by KittySkin

  1. Thread being necroed again!

    Adding some tech information and clarifications on what @Dr.Evil.said.

    UE5 uses software based ray tracing for its light calculations and part of their reflactions.

    It uses frame data acumulation in order to alleviate performance issues, using previously rendered objects historical position to calculate how they are suposed to be reflected.

    This tech allows for high performance and accurate out if screen space reflections and light calculations.

    But it have a VERY strong weakness. Dynamic objects.

    Since it relly on historical data objects with dynamic structures, like enemies, windmils, etc are bound to either use a static model to be reflected or not be reflected at all.

    Hardware based ray tracing on the very same engine handles this situation withou issues since it dont relly on historical data.

    When you are configuring the project settings, etc on UE5 you can mix both techs, to get software based ray tracing and use the hardware based ONLY on non static objects.

    Also, what evolution engine does is not ray tracing.

    It's a VERY good implementation of the classic screen space reflections ans global ilumination that has been part of the rasterization based rendering tech for years.

    An example of this is how on areas where there are no direct sources of light, but only the sun and you are inside a cave (POE for example) you still get sunlight on your frame.

    That should never happen on RTGI systems since the camera casting the path marching wont reach the sun and for instance, wont get its luminosoty and color information to calculate pixel colors on screen.

     

    If someone wants a VERY detailed explanation on how RT its implemented in modern games, how rasterization based rendering works, how hybrid rendering works and how a pure ray tracer works, 4A Games made an excelent article about all of that when they released the enhanced edition of metro exodus.

    https://www.4a-games.com.mt/4a-dna/in-depth-technical-dive-into-metro-exodus-pc-enhanced-edition

     

    If someone want to ask any tech question regarding this, feel free to ask!

    Im currently working on a game company and we are dealing with ray tracing performance, implementation and configuration on an UE5 based game as well as on a unity based game, so I am seeing 2 takes at the same tech from 2 separate engines c:

  2. 12 hours ago, PeppermintTea777 said:

    considering this game runs like butter on like any system made post 2017 i doubt they'll add it 

    Myscho is right, an option for higher than 100% res scaling or SSAA would be much better and make more sense unless were gonna get another render engine update that adds ray tracing or something stupid along those lines.

    Actually they are migrating to DX12 and already mentioned the imtention to add RT tech into the game.

    And as it has been shown multiple times already, they enhanche the game.visuals and redesign from the ground A LOT of.stuff a lot.of.times.

    I would personally enjoy something like this for open worlds scenarios, since a lot of.times while I have 90fps in regular missions, open worlds tanks my GPU and drop me on the 45/50s.

    An option to actually have this FPS reduction being elimimated by keeping image quality instead of instablurring it would be great.

    Specially because it will replace TAA that sucks compared to FSR2.0 or DLSS in terms of both final output image quality AND performance.

    • Like 2
  3. 4 hours ago, The_Vimp said:

    Ha-ha, lazy player's damage go down

    Not really. I main chroma, so I dont give a flying #*!% about the damage lost. It actually destroy performance on way less used weapons than already op AOE ones, like the entire boltor family, or lets say, every weapon that have a projectile and its not an already broken AOE spam weapon that didnt needed the mod to begin with.

    The fact that a mod that was supposed to help firearms to be inline with melee is not working on half the arsenal (and from that half, more or less 90% needed it A LOT) says enough for itself. Not everybody its an AOE meta slave, some just want to take out S#&$ty weapons like boltor family and use them ;)

    • Like 1
  4. Im experiencing this same issue too. After long gameplay sessions the game ends up using 4gb of RAM and takes A LOT to close after I close it. The main process ends up in the ram memory for a lot of time using both ram and hdd for some minutes. Sometimes it closes itself just fine, sometimes it dont.

    My system

    Ryzen 5 2600

    8gb 2400mhz teamgroup elite ram

    2x western digital HDD working in a RAID 0 configuration

    GTX 1060 3gb running at stock frequencies

     

    So far this is the only single game where I have this issue, with and without deferrer renderer, running on DX11 mode.

     

    If someone from DE can help me on how and where to send log data, ill be glad.

  5. On 2020-04-04 at 5:24 AM, shann_cs said:

    I just built some archwing weapons and want to level them up.. mostly for mastery.

    What is the fastest way to do that? Which archwing missions? Or railjack?

    If you have the plat to spare, archguns can be leveled super fast when used at hydron, granted that you need at least 40pl to spare on the gravimag and the catalyst. Outside of that, as others told, mobile defense and uranus survival are also excelent ones, the mobile defense its REALLY good if you have a friend that can nuke the enemies with odonata's or itzal's ult so you get more exp and can level up both archguns and archmelee.

    Also, its always better to have o thers do the killing when leveling weapons because the game always takes 75% of affinity from weapon kills and give it to frame/archwing, even if said gear its maxed, while having others killing gives you affinity split on equal parts for all the gear.

    The game its not well designed on that regards and it encourages AFK as the best way to level up weapons...

    • Like 1
  6. For me cosmetic stuff are ok. I dont need anything actually to play the hard mode aside from the fun.

    I regularly do mot survivals just to grt hugher level enemies on my favourite map, and being able to start said mission with a +100 on it its enough for me to play the mode and clear every single node.

    Hard mode its not intended to be used for efficency, but for the fun of it, and thats why you are supposed to play games. To have fun.

  7. For me the karak was a fantastic first batch weapon. Karak its the default generuc assault rifle, and sometimes you just want that, a weapon that shot reliably, reload reliably, have a low recoil and fits like a glove.

    I happened to use A LOT the braton prime just because of that, its a reliable weapon if the damage its not a problem (chroma main here), and karak its all the same for me.

    So far, bramma was a beast of power creep and karak was a beast of all rounded reliable weapons, just like akstilleto prime when they got released.

    • Like 2
  8. Hello guys! Today I was thinking about simple ways to fix focus schools without doing heavy changes to them (aka, low developing time).

    Naramon its good as is actually if you are a melee player, could use a few tweaks for the affinity bonus thing because its useless once you dont need any more affinity.

    Zenurik its good as is, period.

    Madurai's damage bonus could be modified into multiplicative modifiers instead of additive ones or get its values buffed in order to not be a mere +50% when you already have AT LEAST +180% modded elemental damage.

    Unairu's stone skin could give a multiplicative armor bonus on top of its 60 base armor making it very good for low armor warframes as well as good for high armor ones (additive to mods OFC in order to not make it OP on frames like chroma).

    Vazarin's mending unity could also give % maximum health with an additive nature to health mods like vitality to all squad on affinity range, making it a very good support school.

     

    What other ultra simple fixes do you think that could be usefull WITHOUT nerfing or killing schools, in order to make the stupidly large time invested on maxing al focus schools something worthy?

  9. 8 hours ago, (XB1)GearsMatrix301 said:

    Really? Because I tested it against level 100s and it was doing a grand total of 12 damage.

    Yeah, it feels that you deal no damage, the build really shines once there has been a decent ammount of kills arround you. Its not about individual damage tics, but about lots of AOE damage tics that end up adding up. Use it more often than saryn for ESO because its WAY easier to keep up with it.

  10. 8 hours ago, (XB1)Hyperion Rexx said:

    Agree, very underrated. 

    I've had saryn's and volts pester me after eso runs wanting to know how I managed to get more kills/damage than they did.   Especially as it's such a low-key ability, it doesn't look like you're doing anything.

    Put a nekros in the squad and it's just silly.  Also take vacuum off as you want as much junk on the floor as possible. 

    Damn yes, you even feel like not doing damage because you are not seeing any feedback from that aside of random number pops (that are also low damage number pops, LOTS of low damage number pops haha)

  11. 1 hour ago, Drachnyn said:

    Since the only reason DE nerfs things is usage statistics, why not just buff all of those back up and we have a diverse primary meta. Everything solved.

    Because even if a soma prime have the damage per shot that the kuva bramma have it will be way slower to kill because lack of AOE presence + the need to aim. Its more a game design issue than a weapon damage and balance one.

    They need to either create content tailored for rifles and shotguns or add AOE to everything in order to make it relevant on a game where you need to kill hordes of spread enemies.

    • Like 1
  12. 2 hours ago, Jannanomana said:

    Title. In over 20 years of video-games i never found a more frustrateing game experience then the experience warframe has.
    If you are not a hardcore dedicated Warframe Player who sleeps in the forums and on reddit this game is barely playable:

    I cant even imagine how "casual players" can finish anytthing in this game? I wouldnt call my self casual, since i study the wiki about mods, and searching "meta builds".... But I still cannot complete anything in this game without need to google video guides.... Everytime i want to play Warframe for some hours i have to prepare days of video guides to even get started....

     

    Current Examples:

    • Railjack missions (you need to know exactly what u are doing or you will fail)
    • Nightwave 3 - The Clue Search/Puzzle game. Even with watching a video guide took me like 10 hours to solve the puzzle
    • Nigthwave Any Weekly Mission.
      • Fish Rare fish... (I spend all my faction points to buy bait catched for 2 hours fish at the Lake every guide telling me... only to find out after 2 hours i still didnt got ONE single rare fish out of the 6)
      • Hydralist? Never seen one, Never fighted one, Dunno how to fight one.
    • Kuva Lich content.
      • still dunno how it works even after hours of video watching and wiki reading.

    It feels like DE just want to rush content to confuse players.... And specialy the nightwave... Why i am forced to play Warframe as my 2nd Job just to get an umbral forma... And why the Nightwave missions are extremely unclear on what to do? And How to do it? Why they dont design Nightwave arround Content that Everybody can clear and understand?

     

    Good Examples:

    • Elite Weeklys:
      • Survive 90 minutes in a survival mission
      • Open 50 Relicts
      • Finish a Defence Mission Wave 50
      • Kill 10.000 Corpus

    For the love of god, please stop us to force to play the game like you want to play it... I hate the complete open world content since its super confusing and random. Give me other Nightwave missions instead!!! Or give an alternative Way to Farm Umbra Forma or Buy/Trade them with Platin. I only want ONE single Umbra Forma... ONE just one... but i will never get it... Its impossible to archive with the current system. And i am not even a casual player as i explained in the beginning...

     

     

    Hello. First of everything, welcome! And yes, warframe have probably the most hard new player's experience ever. That said, once you get the grip on the game you eventually start learning stuff REALLY fast because you understand the game's logic. If you need any help, let me know ingame. Add me and ill be glad to help you or guide you there!

  13. 1 hour ago, (PS4)CrazyBeaTzu said:

    Sounds nice until you think about it.

    If some snipers give CC for their scope combo, and you also have a riven with CC, on top of a critical delay, then you just created a bunch of power creep scenarios that are gonna end up causing people to run back to the forums to get them renerfed. 

    They're good ideas though, just bound to be exploited.

    Yeah, I thinked about that too. Honestly the whole mod system needs a rework.

    1 slot for base damage, 1 for multishot, 2 for critical modifiers, 3 for elemental mods, 1 flexible slot, 1 utility slot.

    If you lock the slots in that way, players should be chosing if they want more critical rate or critical damage, what critical critical mod you use, etc.

    • Like 2
  14. The other day I was thinking about the way we build and how we lack diversity, and thinking about that maked me realize that corrupted mods that are not useless could actually improve our situation. Critical Delay being the best example. If it gave +200% crit rate -60% ROF we could actually consider it as an usefull mod. Some players would be using it in order to gain ammo efficiency while also loosing effective DPS, or replacing point strike with it. Heres a list of how I guess they need to be reworked.

     

    Cirtical Delay: +200% CC -60% ROF

    Heavy Caliber: +220% Damage - 55% ACC

    Tainted Mag: +100% Mag -33% Reload Speed

    Vile Acceleration as is.

    Depleted Reload: -50% Mag +100% Reload Speed

    Burdened Magazine: +100% Mag -33% Reload Speed

    Vicious Spread: +220% Damage - 55% ACC

    Tainted Shell: +100 ACC -66% ROF

    Frail Momentum: +135% ROF -15% Damage

    Critical Deceleration: +120% CC -60% ROF

    Anemic Agility: +108% ROF -30% Damage

    Creeping Bullseye: +220% CC -72% ROF

    Hollow Point: +140% CD -30% Damage 

    Magnum Force: +260% Damage -66 ACC

    Tainted Clip: +100% Mag -33% Reload Speed

     

    The main idea here its not to add damage, but to add diversity to already mandatory slots. We already use slots for said stats on a lot of weapons, but having an alternative that instead of plain buff our damage just swap it away could be fantastic. I could see myself using critical delay on soma as an example or even the tiberon prime. More CC with a slower rof for added ammo efficiency, maybe lower DPS, but higher damage per shot. IDK, what do you think?

    • Like 2
  15. Honestly it was WAAAAAAAY less grindy than other updates. I mean, yo got parts from weapons while faeming the frame and the mission its hell easy with mesa or a good DPS build for xoris.

    Grindy was nidus, old harrow, mesa, and another ones that where more stupidly harder to get while also having nothing but S#&$ from the mission.

    Yes, it can take some runs, but you also got weapon parts so even a bad run still shields stuff

    • Like 1
  16. Just now, (XB1)ALTBOULI said:

    Stabalizer is negative recoil. The working is simple, reduce recoil just like the normal stabilizer mod works for all other primaries. Some shotguns have very bad recoil hence the ask

    Interesting, aside from boar and the likes, never thinked about the recoil as a problem, same as sniper rifles. With how much damage per shot they did I never thinked about shoting twice fast.
    On very endgame content I can really see this as something that a vaykor hek could need actually!

  17. 4 minutes ago, KnossosTNC said:

    Umbral Efficiency, Umbral Stretch, Umbral Continuity. Just cap number of Umbral mods to 3, and it won't be overpowered.

    Also, Amalgam Augments. The Augment effect can be a bit weaker, in exchange for stat boost.

    Umbral ones was something that I was hopping when they said that wanted to release more umbra frames. Maybe we got Umbral Streamline, Umbral Stretch and Umbral Redirection if they release a new umbral frame with a caster theme. Excal came with strength, armor and health, stats suited for his theme, and we already have primed continuity so I guess that we wont get another legendary variant, but I can really see umbral variants of those 3 mods that I mentioned, they are well suited for caster frames like mag, ember, etc., with the recent shield rework.

    They could also lock the stat increase to 3 levels max, so even if you equip 6 mods, still have only level 3 bonus. That way you can invest like a madman on a frame without it being absolutly overperforming.

  18. 1 minute ago, General-Pacman said:

    More amalgam and corrupted mods. The mixture of multiple stats, and even receving a very high stat increase paired with a negative stat, are the kind of things that give a lot of versatility to the builds, and forces you to put more thought when deciding how to combine your mods.

    Absolutly! More corrupted mods could be nice! For warframe and weapons. Still the weapons ones we have needs to be revisited, the +crit -rof ones gives less crit rate than a non corrupted one xD

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