__jag__ 74 Posted January 19 Share Posted January 19 Any numbers on how this (and the past emsmallenings) will affect (have affected) CPU usage, for those on us on potatoes? I could imagine it going either way, with there being less work to do so less CPU usage, or more work to do as the trade-off for the smaller data. Link to post Share on other sites
vanaukas 3,850 Posted January 19 Share Posted January 19 2 minutes ago, __jag__ said: Any numbers on how this (and the past emsmallenings) will affect (have affected) CPU usage, for those on us on potatoes? I could imagine it going either way, with there being less work to do so less CPU usage, or more work to do as the trade-off for the smaller data. It's not how it works, since it also depends on how many vertex/poligon count you are using. I'll expect more smoother loading times and nothing else, since file size affects those loading times. A small but intrincated mesh with a lot of vertex/polygons can be more "heavy" on gpu than a giant but plain mesh. 1 Link to post Share on other sites
__jag__ 74 Posted January 19 Share Posted January 19 1 minute ago, vanaukas said: it also depends on how many vertex/poligon count you are using That's what I was asking about. That and whatever other tricks were used to achieve smaller file sizes. And for the audio, is the codec more, less, or the same in CPU usage? Link to post Share on other sites
vanaukas 3,850 Posted January 19 Share Posted January 19 Just now, __jag__ said: And for the audio, is the codec more, less, or the same in CPU usage? This is beyond my basic audio knowledge, but if I understood well they are using a better compression method that allows less noise and more clean audio, CPU usage should be the same 1 Link to post Share on other sites
kulow 78 Posted January 19 Share Posted January 19 will this increase the possibility to see or hear secret loot caches better than now ? 1 Link to post Share on other sites
(XBOX)R4ILGUN S 11 Posted January 19 Share Posted January 19 Please DE, make sure Vauban's first ability, Tesla Nervos, does not attack invulnerable enemies, just like Xaku's second, Grasp of Lohk, and Protea's second, Blaze Artillery, for people who play vauban, when they drop a xaku, trinity, titania, or any other warframe that leaves enemies invulnerable it is really annoying when one or all of the robots stick to that enemy immune to damage, it is a very small but welcome change, since you made a similar change in xaku and protea why not do the same with vauban? Link to post Share on other sites
Crevab 247 Posted January 19 Share Posted January 19 1 hour ago, [DE]Rebecca said: We said when we have something meaningful to say, we'll say it, because until then it's just going to be empty noise and 'we really need to get this done'. This'll be useful to quote when I see people asking over in the sub :) 1 Link to post Share on other sites
NightmareT12 10,611 Posted January 19 Share Posted January 19 I'd love to say I'm excited but honestly, seeing the texture results (mainly the overcompression everywhere) I'm very cautious. Any news regarding on how are you guys going to follow that up? PS: Happy new year y'all! Link to post Share on other sites
Amebot 94 Posted January 19 Share Posted January 19 The before/after image isn't there. Thanks for the update! Link to post Share on other sites
(PSN)narrowband56K 10 Posted January 19 Share Posted January 19 With cross save is it an issue with the console companies that is making it difficult, or are they ok with it and it's just a matter of meshing up the different versions of the game? Link to post Share on other sites
Funkzie 46 Posted January 19 Share Posted January 19 3 hours ago, [DE]Rebecca said: A big part of the Ensmallening Part 3 is how Meshes are changing. what else will get an upgrade with the mesh update ? i'm guessing / hoping its more then operator faces. Link to post Share on other sites
Acos 5,685 Posted January 20 Share Posted January 20 It's funny how you don't really notice it being bad until you see it upgraded. Just staring at my operators face like "come out of your cocoon already you muppet." Good changes! Link to post Share on other sites
adamek561 28 Posted January 20 Share Posted January 20 Very cool. I think DE should focus more on smaller qol updates such as this one instead of pushing out these huge 'content islands' that are buggy as hell and not really fun to play and focus more on polishing their game. Great job guys! 1 Link to post Share on other sites
technozorro 184 Posted January 20 Share Posted January 20 great more compression you can even fix the textures you ruin in The Great Ensmallening: Part 2 lol https://forums.warframe.com/topic/1226120-ugly-dirty-and-weathered-textures/page/3/?tab=comments#comment-12010529 1 Link to post Share on other sites
thebigMuh 71 Posted January 20 Share Posted January 20 Very neat! Will this also help address the 'wobbliness' of animations, or would this require a separate pass on compression for animation curves? Or is it a byproduct of how you are calculating skinned animations? Are you planning to address this? If you're unsure of what I mean, watch your warframe carefully during slow, calm movements, for example while it's performing its idle animation cycle. You can see quantization artifacts, where animated vertices seem to 'stick' to discrete steps rather than moving smoothly. 1 Link to post Share on other sites
GEN-Son_17 418 Posted January 20 Share Posted January 20 1 hour ago, (PSN)narrowband56K said: With cross save is it an issue with the console companies that is making it difficult, or are they ok with it and it's just a matter of meshing up the different versions of the game? It's the companies. It would be very risky for DE to outright blame the companies so Rebecca has to be careful with her wording. Just imagine it as a sports stadium offering both Coco-Cola AND Pepsi. Almost impossible to do and a 100% deal breaker to judge/discuss freely. Link to post Share on other sites
Leo.lev 46 Posted January 20 Share Posted January 20 (edited) 4 hours ago, [DE]Rebecca said: We are replacing xWMA with OPUS Thank you for picking an open standard! Would like some more details on the specific ADPCM format you are using: Microsoft's MS_ADPCM, or a different implementation? Edited January 20 by Leo.lev Add platform codecs tweet 2 Link to post Share on other sites
(PSN)narrowband56K 10 Posted January 20 Share Posted January 20 If the issue with cross save is console companies worried about not getting their slice of the pie in terms of platinum sales and other in game items, how about this as a solution: Digitally tag each account ID with a marker that identifies the platform it was created on. Whenever that player purchases something in-game but outside of their home platform, a small percentage of that sale goes to the home platform. If I'm a ps4 user that transferred to PC and I buy plat on PC, then a percentage of that sale goes to Sony. This way Sony isnt completely losing out by me not playing on playstation anymore. Link to post Share on other sites
Sharcys 8 Posted January 20 Share Posted January 20 Its always nice to see optimization in games, It sometimes feels like a lost art. Kudos to the dev team for making such an effort! 1 Link to post Share on other sites
Vulthraxis 16 Posted January 20 Share Posted January 20 On the subject of sound. So when are demolist in the disruptions getting there own sound slider and maybe caches on it as well it being bound to sound effects when your all ways attacking make it hard to pin point even if you can hear it. This being the only reason steel path disruptions are so hard. 1 Link to post Share on other sites
-AoN-CanoLathra- 5,465 Posted January 20 Share Posted January 20 Does the term "Mesh Accuracy" also apply to level geometry? Because there are still quite a few spots in lots of tilesets where what should be an unobstructed shot or LoS check is obstructed by a collision mesh that is at least 0.5m from its visual, and it gets annoying pretty quickly if you are using a weapon with no punchthrough, or a warframe with a heavy LoS restriction. 1 Link to post Share on other sites
DrivaMain 6,205 Posted January 20 Share Posted January 20 (edited) Will this update include Necramechs in all missions? You have finished testing them. Edited January 20 by DrivaMain Link to post Share on other sites
krnafu 0 Posted January 20 Share Posted January 20 开发人员,可以启动紫色卡,防止错误的分解功能吗?例如,锁定重要的紫色卡以防止错误丢失 Link to post Share on other sites
(XBOX)D0min04 0 Posted January 20 Share Posted January 20 Cool optimizations, but can you make wolf of saturn 6 mask an accessory like cogna mask? i do not like that i need to remove operator helmet to wear this cool mask (the neck is visible through it and the suit is not consistent) also some long hairs look strange with it, the hair near the mask becomes transparent and becomes visible a few centimeters from the mask (they hang in air), please change it i really like ways of customizing, but this mask would look better as an accessory rather than a helmet. Link to post Share on other sites
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