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Etzu

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Posts posted by Etzu

  1. Hey there,

    I found that if you put the Vigilante mods in a sentinel weapon, like the Vulklok, and then equiping a kavat instead of the sentinel, the mod set bonus counter keep them as "active" (having 3 vigilante mods on my Vulklok and one on my rubico gives me the 4th level of the mod set). 

    Plus, equiping vigilante armement on both the sentinel weapon and your main primary will make the set having "2 mods active" (should not do that cause it's the same set). I think the idea of the same mod stacking the count of the total sets of the mod active is good and could open to a more interesting way to benefit from the set bonuses by adding some to the sentinel weapons to not have to sacrifice those slots on the main weapon or the frame, but it's kinda op too.

     

    Update Info:

    • 24.8.2: thread started.
    • 24.8.3: issue still present.
    • 25.2.0: issue half fixed, doublon mods no more granting additionnal mod set effect.
  2. il y a 3 minutes, LaylaAmbrose a dit :

    Then cap your fps manually instead of using v-sync. Please educate yourself on this stuff.

    Well, as mentionned I never saw the v-sync doing that before, but the high cpu and gpu load with high tick-per-sec rate I've seen it already in my own game project where the highest the fps were the more amount of power the game used due to reflexion of light been recalculated each frame. Normally when you have high framerate, the % load is lower than when you have a low framerate, cause with a low frame rate your hardware have to do more work at once between each frame rather than doing the work by smaller fragments. But it seems that some real-time technologies arround the lights works differently, instead of fragmenting the work in multiple small task it just load the MOST work possible every frame resulting in a massive load of the hardware when framerate is high.

    (So please avoid commentaries like "educate yourself", first it's innapropriate on a community forum where we help each others, and second you cannot know what is the knowledge of peoples)

    ---

    I'll update the infos after the mainline update coming this week, to compare if things changed in any way.

  3. il y a 39 minutes, sam686 a dit :

    Whats wrong with high GPU usage?

    Is heat, noise, or excessive battery drain (laptops) a problem? Maybe use NVidia/AMD overclock utility and drop the core speed very low, less then the default speed.

    high usage means material will gain in temperature, which can deteriorate material over time if pushed too high too often.

    Il y a 15 heures, LaylaAmbrose a dit :

    Disabling v-sync simply allows your hardware to work harder to push out more frames. Also, there is nothing wrong with having high GPU usage. It just means it's working at its full potential. Having v-sync enabled will cause stuttering because it's forcing your gpu to wait before it pushes out frames and so you'll feel more input delay and see hiccups when playing.

    well in other games I've always used the V-sync to reduce the hardware usage to increase overall performance result. Here the v-sync managed the max framerate too, and with more framerate my cpu and gpu loads too high for a result I don't need. I mean I can play with 40fps without problem, I don't need 75fps, I prefer keep the rest of the capacity of my hardware for like the other programs I run in backgrounds while playing.

  4. hey there,

    I've noticed two bugs on the melee 2.99999 phase 1.

    First beeing the "ability" to parry while casting an ability or using a life-support pod with the melee active, it will auto-block if the enemy are in the blocking cone. 

    Second beeing the capacity to slam from the air when a mob grabbed my warframe in the air, a grineer scorpion hooked me and I pressed melee by reflexe and zblam my frame slamed the ground while still in the hooked-animation, ragdolling the mobs including the one that hooked me, was kinda funny to see.

    Also noticed that it's not anymore possible to quick melee while having an archgun deployed, not sure if it's intended or a bug or whatever.

  5. Well after more testing, the spikes are still there but there is a global reduction of cpu and gpu load outside of those spikes that reach the same value as they were before (but before it was permanent).

    Even worst, when warframe window is running in background (not focused) it loads my GPU by +15% as when the window is focused.

  6. I've also noticed that the performance issue I've seen in the vallis and the plains in 24.4.x, where you have approximatly 10-20% less gpu / cpu load when looking the sky or the ground is now spread to normal mission too. Here are the comparison from the % load I've posted for 24.4.3 and the % load now in 24.5.7.

    In 24.4.3:

    • Orb Vallis looking at the ground or the sky: CPU ~30%, GPU ~20%
    • Orb Vallis looking at horizon level: CPU ~ 40%-50%, GPU ~30%-40%

    In 24.5.7:

    • Orbiter after exiting Arsenal looking at the ground: CPU ~16%, GPU ~27%
    • Orbiter after exiting Arsenal looking at the sky: CPU ~16%, GPU ~27% >> (+0% cpu, +0% gpu)
    • Orbiter after exiting Arsenal looking at horizon level: CPU ~23%, GPU ~34% >> (+7% cpu, +7% gpu)

     

    • Orb Vallis spawn looking at the ground: CPU ~25%, GPU ~30%
    • Orb Vallis spawn looking at the sky: CPU ~30%, GPU ~35% >> (+5% cpu, +5% gpu)
    • Orb Vallis spawn looking at horizon level: CPU ~35%, GPU ~55% >> (+10% cpu, +25% gpu)

     

    • Plains of Eidolon rainy dawn spawn looking at the ground: CPU ~25%, GPU ~30%
    • Plains of Eidolon rainy dawn spawn looking at the sky: CPU ~25%, GPU ~35% >> (+0% cpu, +5% gpu)
    • Plains of Eidolon rainy dawn spawn looking at the horizon level: CPU ~35%, GPU ~50% >> (+10% cpu, +20% gpu)

     

    • Lua Capture spawn looking at the ground: CPU ~15%, GPU ~25%
    • Lua Capture spawn looking at the sky: CPU ~15%, GPU ~30% >>  (+0% cpu, +5% gpu)
    • Lua Capture spawn looking at the horizon level: CPU ~25%, GPU ~45% >> (+10% cpu, +20% gpu)

    I've also noticed that when I transfer out of my warframe, the gpu load increase by 10% for the duration of the operator appearing visual effect. I've also tested orb vallis spawn under dx 11 with the same settings as in dx 10 but the performance cost was identical.

    I think there is a performance lost on reflexion, as on my orbiter when near the Mods the GPU is 5% less loaded looking the ground compared to when looking the foundry on the same angle, or just outside of the arsenal looking the ground with a very nice reflexion ring on it.

    • Like 1
  7. Hey there,

    I just noticed two missions ago that outside of free roam my gpu rise from 25% (normal load on my pc) up to 55%, worst beeing when I'm in operator near my frame.

    Steve mentionned in the stream before launch of 24.4.0 that they were redoing the light mecanics, that would be nicer but won't burn more performance, but right now I'm feeling extremly high performance consumption everywhere in the game and I think the issue comes from the lights.

    I also have that problem within my orbiter, I've tryied multiple weapons, skins, attachments, changing orbiter planet, but nothing helped me to find the source. Except that when I'm in the operator room my gpu calm down to 25% instead of the 40% near my arsenal / navigation.

    Since the 24.4.0 there is a change in the light, shadows etc even with all option to low or disabled, and my hardware doesn't like it, which is strange cause I have a GTX 970m and one quad-core I7 on a laptop that is less than five years old.

  8. Hey there,

    I've just unlocked my Napalm Grenades augment and equiped it on a lvl 0 secura penta. The mod saying "grenades leave a burning patch on impact. +30 Base Status Chance" but it actually change my status chance from 26% to 40%, change all my damage from 75 impact+300 blast to 650 heat and reduce my critical chance from 26% to 10%. I'm gonna check what is happening with that but here already I think there is something to fix, either the stat or the description of the mod itself. (I sadly have no regular penta to test, I sold it to get my secura penta)

    Edit: Just after I posted this, I continued to equip mod on my secura penta, and while I added "hammer shot" to it, my status chance went from 40% to 44%, leading me to believe that the status chance went down from 26% to 10% and got the +30 base status of the mod effect. After checking rapidly the wiki for the normal penta, I think that the mod actually recalculated the stats of the secura penta + Napalm Grenades like if it was a normal Penta.

    Edit 2: I've tested the secura penta with the augment abit with different mods, and it seems the "number of grenades shootable at once" is still limited even with the new behavior of the augment, making multishot abit hard to use. (it makes me thinking of airwolf on Amstrad CPC 464 where you cannot shoot a new projectile until the projectile hit something xD)

  9. Hey there,

    I've noticed that after picking a thermia cannister (or collant cannister) and not having it held anymore, dual pistols will stay in the animation stat of "I hold something in my left hand" even after switching weapons, archwing deployed etc. I've only tested it inside orb vallis for now, if anyone can check on excavation, kuva survival and mobile defense to stat if it also bugs that would be perfect.

  10. Hey there.

    This week there is one challenge, on PC at least, that I think is unappropriated. It's the 5k points value one that ask you to go make the Profit-Taker with a friend or a clanmate. Don't get me wrong, the challenge itself is totally okay to me, but having it granting 5k is not good for low master rank players.

    Indeed, the lower your MR is, the longer you will take to upgrade your syndicat rank to the maximum, I know that Fortuna is there for enought time now but for anyone returning to the game now that is not already max rank solaris united will probably not be able to reach it time. The problem is not to not be able to reach max rank within 7 days, it's that it will make unavailable by any mean those 5k points, that's not a matter of difficilty as doing the third eidolon was, it's just mastery-rank locked if you were not already maxed. I think it would have be more fair to have this one granting 3k points, but then would not be logic cause it's still a boss fight that requieres some investment in the game.

    I think an alternative could be to provide a "maximum weekly" point pool from challenges, done by multiple differents possibilities, like instead of just 3 5k challenge, having multiple of them and limitate the player to pick only 3 of them per week, same for the 3k value one. But then some player won't have the same challenges than others and that could lead to another issue too.

    I like the idea of having elite challenge rewarding a lot, but I'm sure it's not a good idea to keep new players motivated to stay, it's already hard enought to start on this game when you're not with friends and not capable of buying lots of plats with real money noneed to add some motivation-killing things.

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