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zmed
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Sin317
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chiv
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Posted: Sat, 15th Feb 2014 15:09 Post subject: |
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I tried the auto aim gun... It's actually harder than the assault rifle, I thought, but quite fun to use properly..
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Neon
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zmed
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Posted: Sat, 15th Feb 2014 15:18 Post subject: |
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Sin317
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Posted: Sat, 15th Feb 2014 15:23 Post subject: |
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Sin317
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Posted: Sat, 15th Feb 2014 15:24 Post subject: |
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zmed
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chiv
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Posted: Sat, 15th Feb 2014 15:31 Post subject: |
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oooooh
ok, you can jump onto enemy mechs, open their heads, and kill em with normal machine gun fire. neat. was wondering if you could do that, good to see you can. MUCH easier than using anti mech weapons, lol
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sausje
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Posted: Sat, 15th Feb 2014 15:31 Post subject: |
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Still getting annoying microstutter...
Game keeps fluctuating between 58 and 62 fps...
Proud member of Frustrated Association of International Losers Failing Against the Gifted and Superior (F.A.I.L.F.A.G.S)

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Posted: Sat, 15th Feb 2014 15:34 Post subject: |
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tonizito wrote: | Werelds wrote: | As long as there's enough memory bandwidth, it takes an awful lot of data pushing to saturate that memory bus. AMD has at least been well ahead of that curve for years now. Nvidia tends to skimp on bandwidth a bit more, but even so there is almost nothing that can really push anywhere close to 150 GB/s across the memory bus (for reference; a 770 has 224 GB/s, a 280X or 780 has 288 GB/s, a 780 Ti has 336).
There are other factors, such as disk read speed and CPU power that limit how much you can push to the GPU memory. Why do you think AMD is banking on hUMA (unified memory) and Nvidia is looking at stacked DRAM? We're at a point where just blindly increasing memory size and bandwidth is not going to be enough.
To give you a few indications of just how much memory even "just" 2 GiB really is:
- A single 1080p frame, with 4xMSAA and 32 BPP: 33177600 bytes or just under 32 MiB
- Similarly, a 2048x2048x32 texture: 16777216 bytes or 16 MiB.
So in 2 GiB of memory you can store 3 frames (triple buffering at its simplest) and 122 of those crazy (nonsense) textures above. Obviously there's other things which require memory in the mean time, but 2 GiB still is an awful lot, especially considering the fact that we're still mostly getting 512x512 textures. If your scene requires 10000 textures (exaggerating on purpose) those few megabytes will be bottlenecked by disk read speed (and access time if you have an unpacked game - which is none of them these days).
That's why texture streaming exists: to minimise disk seek time. Obviously, the more you have to swap textures, the more you'll be accessing the disk, so what most engines do is load more textures into memory before they're even necessary. That way, when they do need them -if they need them at all-, they're already there in memory and they save either waiting for the textures to come in from the package being streamed, or even having to seek on disk.
At this point you're probably thinking "so it *does* need more memory!" - no. Because most games simply do not have that many texture and most certainly not at the crazy resolution above. 90% of any game's textures will be way under 1 megabyte, so 2 GiB can fit an awful lot of those. A large portion of those cached textures will never even be used. And that streaming, even on terrible drives, still happens at well over 100 MB/s so that's dozens, if not hundreds of textures per second. Until texture resolution goes up (and sorry kids, but this game does NOT have crazy textures, not even at the "insane" preset), we're not quite there yet. We are at a point where 1-1.25 GiB isn't enough anymore, but we're not quite at the point where 2 GiB isn't enough yet. Not with the crazy amounts of bandwidth we have available for those tiny textures.
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Thanks for all the technicals as usual, Haroldo
And yeah, anyone thinking that this is developed directly for the PC...  |
I would like to add some to this discussion of memory and textures.
First of all, the frame is not rendered only once into memory, modern engines and render pipelines render the frame a large number of times. The new killzone-game have 800+ mb of rendered frame-buffer data in memory at any one time. This is because of all the different layers that are composted together into the final frame.
As for the textures, we have to remember that every object in the scene have several different textures at the same time. Usually 4-5 ones at very high resolution.
And the last bit is about caching, which is the whole point in having a large amount of texture memory, is that without having the textures on the graphics card you would have a horrible experience. IF the frame that is rendered need some textures that for some reason haven't been loaded into the memory, delays in the rendering of that frame will be happening.
But, despite this, you also cannot take the developer at their word when reading the memory requirements (ghosts anyone?), BUT if a game actually needs more than 2gb of memory some of the time in some of the maps, then people with less memory then that will experience slowdowns and streaming issues.
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chiv
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Posted: Sat, 15th Feb 2014 15:55 Post subject: |
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hurr hurr hurr... i just tried the autoaim gun again.
im not going to lie, its fucking hilariously good fun unlimited sprint, just tear around the place *blip* *blip* *blip* blamblamblamblam run run run lol
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Posted: Sat, 15th Feb 2014 15:57 Post subject: |
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Last edited by Royalgamer06 on Wed, 30th Nov 2016 21:41; edited 1 time in total
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Posted: Sat, 15th Feb 2014 16:01 Post subject: |
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I'll trade beta key for Titanfall PC for Wildstar beta inv, pm me.
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zmed
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Posted: Sat, 15th Feb 2014 16:29 Post subject: |
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I find myself avoiding calling my titan more. I just run around ganking pilots with cloak-shotgun-surprise-buttsecks and playing cowboy with enemy mechs. Rather satisfying to jump on the big guy, empty a few clips in his death-star-weak-point and occasionally jump off to deal with the pilot if he is smart enough to attempt at getting rid of me on foot.
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sausje
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Posted: Sat, 15th Feb 2014 16:45 Post subject: |
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KillaSeven wrote: | Had the micro stutter too, disabling vsync helped but now I get ugly screen tearing..I'll try and force v-sync through nvidia drivers to see if that helps . |
Lemme know brah 
Proud member of Frustrated Association of International Losers Failing Against the Gifted and Superior (F.A.I.L.F.A.G.S)

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