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  1. #31
    Player
    MAJRIS's Avatar
    登録日
    2022/08/02
    投稿
    181
    Character
    Chad Thunder
    World
    Alpha
    Main Class
    戦士 Lv 55
    The limiting factor is console hardware that drags down every multiplatform game. As long as sony has foot in the door with 60 fps/1080p for ps4, then the game must be optimized that way.
    (0)

  2. #32
    Player
    Larirawiel's Avatar
    登録日
    2019/02/07
    Location
    Aldrassil
    投稿
    2,498
    Character
    Larirawiel Caennalys
    World
    Shiva
    Main Class
    白魔道士 Lv 100
    Quote 引用元:MAJRIS 投稿を閲覧
    The limiting factor is console hardware that drags down every multiplatform game. As long as sony has foot in the door with 60 fps/1080p for ps4, then the game must be optimized that way.
    Not necessarily. You can always create a tuned down version of the game extra for consoles. Just lower the max. sight range and remove some high resolution textures to save memory. That's it.
    (0)

  3. #33
    Player
    Katsuragi_'s Avatar
    登録日
    2017/06/17
    投稿
    88
    Character
    Katsuragi Leonhart
    World
    Zodiark
    Main Class
    ガンブレイカー Lv 90
    Quote 引用元:Valence 投稿を閲覧
    It's not about trying it oneself. I can see how the game handles it badly. I can see how my FPS has skyrocketed everywhere but stayed the same in crowded places after upgrading my GPU, proving that the CPU is a bottleneck in those places.

    If you're generating triangle coordinates instead of character coordinates with your CPU, you're doing it wrong.

    Cheers.
    ???

    That's a perfectly normal graphics pipeline. You can argue that after being given the data to work on, the GPU's load can and most of the time is very much higher than the bit that the CPU does of generating and giving the GPU the data, but it is nonetheless first of all generated and transformed (as and if required) by the CPU.
    (2)
    2024/04/19 21:08; Katsuragi_ が最後に編集
    "A cringe man will always think he's based, but a based man is truthful to his cringe self."
    - Lao Tzu

  4. #34
    Player
    Catwho's Avatar
    登録日
    2012/10/21
    Location
    Gridania
    投稿
    2,756
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    戦士 Lv 100
    After seeing what they did to us in Pokemon Go, I'd rather they err on the side of not changing this. THEY BROKE US. THEY DELETED WOMEN IN POKEMON GO.
    (2)

  5. #35
    Player
    Valence's Avatar
    登録日
    2018/10/19
    投稿
    3,950
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    機工士 Lv 100
    Quote 引用元:Valence 投稿を閲覧
    It's not about trying it oneself. I can see how the game handles it badly. I can see how my FPS has skyrocketed everywhere but stayed the same in crowded places after upgrading my GPU, proving that the CPU is a bottleneck in those places.

    If you're generating triangle coordinates instead of character coordinates with your CPU, you're doing it wrong.

    Cheers.
    I actually did more tests out of curiosity myself. It's not even the CPU bottlenecking anything.

    1) The CPU stayed at the exact same activity ratio between an empty room (housing), outside in a housing ward (mists), on a random map (ultima thule, east shroud, mor dhona), and in Limsa or Gridania full of people.
    2) GPU at max (with no framerate cap set in the options) in every area, but suddenly dropping at 65ish % in Limsa, Gridania and Uldah, but nowhere else.
    3) FPS at 100-150 depending on the area for obvious reasons, dropping at 55-60 in Limsa, Uldah and Gridania.

    -> No CPU bottleneck anywhere. The GPU is suddenly dropping in activity in the 3 starting cities because the FPS drops and caps around 60 for no reason I can see. It's actually interesting, I don't know what causes this. (edit: it seems tied to the player count/amount in those 3 cities I tried, the more people the more the FPS drops, the less the GPU has to work, and the CPU remains at the exact same values... it feels like an arbitrary dampener of some kind)
    (0)
    2024/04/20 00:25; Valence が最後に編集

  6. #36
    Player
    Aco505's Avatar
    登録日
    2021/12/04
    投稿
    812
    Character
    Aco Nale
    World
    Moogle
    Main Class
    竜騎士 Lv 100
    Quote 引用元:Stechun 投稿を閲覧
    bodies would be much more complicated and costly to update though, I feel like we should expect if they committed to that though, that every piece of armor that shows your character’s body to be updated with higher detail body models on them at minimum, and at most people could be expecting all clothing to be of a higher poly count.

    If you consider that every piece of gear needs a unique and fitting model for male humanoids, female humanoids, Lalalfells, and Male Roes/Male Hroths, it might seem more within reason that this seems to be where they drew the line, they could compromise and make perhaps the armorless bodies more detailed, along with updating the more revealing outfits that show a lot of skin like swimsuits and such, but where does that start and end, what would be worth and updating and what wouldn’t be?
    They are already going to improve the details of all the armor in the game.

    Bodies should be updated because otherwise the difference between our faces and the rest is going to be too extreme. Our necks for instance will have to be higher res but it'll look weird if anything below it is not in chestpieces with cleavage or showing the collarbone area. Stuff like the Adam's apple for males should also be improved.

    As long as they update the bodies without drastically increasing the proportion of muscles, for example, gear shouldn't be a bother since it would fit fine whether the body is improved or not. But the upgrade is a necessity due to how many pieces of gear show different amounts of skin, from open t-shirt summer outfits to some artifact armor like WAR's, DNC's or RPR's in DT.
    (5)

  7. #37
    Player
    JaellaArwana's Avatar
    登録日
    2012/02/03
    投稿
    19
    Character
    Skye Tigress
    World
    Sargatanas
    Main Class
    踊り子 Lv 90
    Sorry to go off topic here a lil' bit just felt I should respond to this.


    Quote 引用元:Valence 投稿を閲覧
    I actually did more tests out of curiosity myself. It's not even the CPU bottlenecking anything......

    It is most likely a CPU bottleneck in the engine somewhere. GPU/CPU usage/utilization doesn't tell the whole story.

    In the charts below you'll see lots of data. What you should focus on is the GPU/CPU Busy/Frame Time Graph, and The GPU/CPU Wait time graphs.
    - GPU and CPU BUSY time both measure how much time each resource is currently taking to render the current frame.
    - GPU and CPU WAIT time measure how much time each resource is idling during the current frame, waiting on instructions.
    - Frame Time is the measurement for how long it takes to render a frame

    The First image is taken from me sitting outside my house. As you can see GPU busy pretty much matches the Frame-time, while CPU BUSY is slightly faster than each frame. This implies a Slight GPU Bottleneck. Higher frame rates tend to start running into a CPU bottleneck.



    The Second Image is taken from Limsa Lominsa Plaza, with lots of players around. As you can see CPU Busy takes over twice as long as the previous scenario and Frame times are almost fairly close behind. GPU Busy shows that the GPU is taking significantly less time to do its rendering work on the current frame than the CPU. When you look at CPU/GPU wait you can see that the GPU is idling for a significant portion of the Frame Time waiting for instructions. My CPU utilization remains fairly close to what it was while sitting outside my house. This implies a Heavy CPU or Other System Bottleneck .



    I can only speculate as to why this happens as I don't have access to the proper tools to analyze the engine at a deeper level. I'm going to guess that some of it has to do with just how old the engine is and that older versions of a lot of gaming/rendering APIs were not good about handling a lot of data being passed between the CPU,GPU, Storage and the Network. They would have to rework the client back-end to alleviate this at this point.

    ANYWAYS...back to the topic at hand. Sorry to have interrupted the flow of the low/poly body convo.
    (6)

  8. #38
    Player
    Aco505's Avatar
    登録日
    2021/12/04
    投稿
    812
    Character
    Aco Nale
    World
    Moogle
    Main Class
    竜騎士 Lv 100
    Quote 引用元:JaellaArwana 投稿を閲覧
    Sorry to have interrupted the flow of the low/poly body convo.
    Please don't worry about it! It's still related to the topic anyway and it's enlightening to see explanations on the issue and possible solutions as well. Hopefully the devs take this into account!
    (1)

  9. 2024/04/22 06:40

  10. #39
    Player
    Aco505's Avatar
    登録日
    2021/12/04
    投稿
    812
    Character
    Aco Nale
    World
    Moogle
    Main Class
    竜騎士 Lv 100
    Bumping for visibility!
    (0)

  11. #40
    Player
    HeyMcFly's Avatar
    登録日
    2019/04/24
    投稿
    1,898
    Character
    Khloe Entialpoh
    World
    Sargatanas
    Main Class
    幻術士 Lv 100
    It wasn't an update to character creator, only to graphics. I wouldn't ever assume SE will just "Fix" things or hope something is included, when it was never mentioned.
    Usually with SE, if it's not mentioned- don't expect it. They didn't mention a character creator update, so it's not happening- likely for a long time.

    Enough Players would have to request it to see a character creator update come to fruition
    With that being said, I've seen some others mention how yoshi-p said they'd look into it in the future- but they say that about many things that have yet to happen for years now
    (0)

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