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  1. #1
    Player
    Larirawiel's Avatar
    Join Date
    Feb 2019
    Location
    Aldrassil
    Posts
    2,534
    Character
    Larirawiel Caennalys
    World
    Shiva
    Main Class
    White Mage Lv 100
    The problem is, the game engine is already heavily choking on the CPU. If you increase the polygon count then the CPU usage will go up further. So it is not an easy task for this small indie company. The first thing, they should do is the migration of the engine to DirectX 12 or Vulkan API. It will lower the CPU usage and also make it easier to support more CPU cores. The current game engine runs basically on one CPU core and does very minor tasks on other cores.


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  2. #2
    Player
    Razraptre's Avatar
    Join Date
    Oct 2023
    Posts
    30
    Character
    Raz Raptre
    World
    Phantom
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Larirawiel View Post
    The problem is, the game engine is already heavily choking on the CPU. If you increase the polygon count then the CPU usage will go up further. So it is not an easy task for this small indie company. The first thing, they should do is the migration of the engine to DirectX 12 or Vulkan API. It will lower the CPU usage and also make it easier to support more CPU cores. The current game engine runs basically on one CPU core and does very minor tasks on other cores.
    Probably showing my ignorance here, but don't higher fidelity assets usually place a greater strain on the GPU? Why would raising the polygon count in XIV stress the CPU instead?
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  3. #3
    Player
    Larirawiel's Avatar
    Join Date
    Feb 2019
    Location
    Aldrassil
    Posts
    2,534
    Character
    Larirawiel Caennalys
    World
    Shiva
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Razraptre View Post
    Probably showing my ignorance here, but don't higher fidelity assets usually place a greater strain on the GPU? Why would raising the polygon count in XIV stress the CPU instead?
    It depends, how the "higher fidelity" is implemented. If you increase the polygon count then it will mostly hit the CPU. But if you increase the texture resolution or you add more unique textures then it will strain the GPU. There also effects like raytracing, which strains the CPU and the GPU etc. The devs always try to find a balance for it.



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  4. #4
    Player
    Somnolence's Avatar
    Join Date
    Jul 2019
    Posts
    418
    Character
    Ixa X'phele
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Razraptre View Post
    Probably showing my ignorance here, but don't higher fidelity assets usually place a greater strain on the GPU? Why would raising the polygon count in XIV stress the CPU instead?
    Polygons alone don't put much stress on modern GPUs, f.e. last gen game Horizon Zero Dawn has 500k polygon robots (while as I commented above FFXIV character has ~10k).

    MMOs have higher dependency on CPU due to more diverse (and unpredictable) things happening on the screen. For example, you zone into Limsa. CPU has to handle info about all characters around you, recreate them based on appearance parameters, fetch equipment info, load equipment models and textures, handle character animations and actions etc.
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