Performance

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Performance optimization when rendering 1300 simulated actors utilizing merged materials and meshes in Unreal Engine 5 Nanite.[1] This test was confirmed post-stream to be running on a RTX 3070.[2]

What you're seeing here showcases the new modular appearance component which can combine any set of meshes and materials into a single mesh and single material at run-time. What you're looking at is over 1300 different entities, different actors. These are simulated players essentially. Previously you saw the example they were just standing still. There was no animation, there was no effects, there was no environment and it was a thousand. This is thirteen hundred playing animations, playing effects, plus the environment which is Nanite in this example. So what you're seeing is all of these players moving around and doing something and you're seeing the frame rate at about 30 on Clayton's rig.[3]Steven Sharif

Here you see that the FPS in the top right corner is like seven or eight on average, so not too good from a rendering perspective... So by merging now you can see that the same thousand players who are wearing the same armors as previously are actually having a 300 percent increase- 300 to 400 increase- in the performance of the of the FPS. So it went from 7 to about 21 on average and that is a significant optimization point that obviously this is just the beginning of the optimization efforts.[4]Steven Sharif

Ashes of Creation was performing at 50-60 FPS on a 1080 Ti during early Alpha-1 testing.[5]

  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[9][10][8]
I think you guys will agree with me here that effects now are, as opposed to where they were in Alpha-1, we've taken into account what people's feedback were, although it was always the case we were going to address them; and we've implemented them in such a way where they're more conducive to large player battles.[6]Steven Sharif

User interface settings

Alpha-2 user interface settings work-in-progress UI.[11]

Player customization options are paramount when it comes to UI. That is a very subjective thing that we've all become- our own flavors we like out of certain components of the UI; and so instead of trying to force down the throat of our players a specific approach to UI, why do that when we can develop options and customization that the players can influence themselves: That includes color compositions, it includes text sizes, includes bolded, it includes options of which informations you're choosing to display, scaling.[12]Steven Sharif

User interface settings will have solid defaults along with detailed customization of Ashes of Creation for those who wish to customise their UI.[13][14][15][16]

Our mantra is really solid defaults, so most people won't need to touch anything, but then the customization for everybody who wants to.[13]Colby Marchi

Various display elements can be toggled on or off.[12]

Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[6][7][8]

  • Particle effects and rendering.[32]
  • Effects bloom and brightness.[6]
  • Effect elements and channels.[6]
  • Motion blur will be togglable on and off.[33]
We'll have certain features from a scalability setting standpoint that will allow players to even further tone down both the bloom and brightness of these types of effects has. Also in addition some of the elements and channels of those effects as well.[6]Steven Sharif

Gameplay actors, such as foliage density will not be able to be adjusted by players.[34]

  • Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[35]
We will not allow players to to adjust the density of foliage actors in the world. That will be universal... There are going to be areas that are more dense than others. It's meant to be part of the a part of the world that players can utilize for certain purposes, like hiding in for PvP. However, there will be collision with those foliage actors and the player capsule. So as you might see that bush moving and think, "Huh that's odd. That doesn't look like wind. There must be something there." And that's the immersion that we want.[34]Steven Sharif

Camera settings

The aim is to provide a variety of camera options in Ashes of Creation.[36]

  • A "pretty significant" zoom out distance for the camera will be possible.[37][38]
Things will render in the world out of your current vision. While the quality may change between high end and low end systems, and what settings players select, it's important to us to have the game render in an effective manner, that also adds to everyone's immersion while in the game.[37]Cody Peterson
We don't have the first-person zoom in because when you get into first-person there's a different animation set required for the holding of the weapon: The hands that you see in front of you; and we don't have those animations. So we're really focusing on third-person.[39]Steven Sharif
Q: What camera distance is Intrepid using for fights? (WoW vs FF14)
A: Closer to FF14. We want people to have a wide range of view, especially since our battles will be very large. We want people to be able to visually access their surroundings.[40]Margaret Krohn

The action combat camera is tied to the to the player's targeting reticle.[41][42]

  • There will likely be a hotkey that when held down will allow free camera movement in action mode.[42]
  • In future the user will have the ability to choose from different reticle appearances.[22]

Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[35]

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Alpha system requirements

Test de performance de l'Alpha 1, 17 Mars 2021.[45]

Histoire amusante, hier, alors que nous faisions des tests de stress/densité avec nos testeurs NDA, j'ai accidentellement invoqué 5 000 ours autour de quelques centaines de joueurs. Mais bon, ça n'a pas planté ! Pouvez-vous trouver Lt. Toast ici ?[45]Steven Sharif

Ce sont des PNJ pleinement opérationnels. Ils ont des arbres de comportement, ils ont des tableaux d'IA ; ils fonctionnent comme un PNJ le ferait ; à ma surprise et à la surprise de tout le monde en fait, le serveur a très bien géré cela : 5 000 entités, toutes dans une zone très étroite.[46]Steven Sharif

Configuration minimale requise pour l'Alpha-test de Ashes of Creation.[47] Ces spécifications système n'ont pas été changées pour l'Unreal Engine 5.[48][49]

  • Système d'exploitation : Windows 10 64-Bit
  • Processeur : Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
  • Carte graphique : Nvidia GeForce GTX 460 / AMD Radeon 6870 HD avec 1GB et DirectX 12
  • Mémoire vive : 6 GB RAM
  • Réseau : Connexion internet haut débit
  • Stockage: 35 GB d'espace disque disponible
  • Carte de son : Carte son compatible DirectX

Configuration recommandée.[47]

  • Système d'exploitation : Windows 10 64-Bit
  • Processeur : Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
  • Carte graphique : Nvidia GeForce GTX 1060 / AMD Radeon R9 Fury avec 4GB et DirectX 12
  • Mémoire vive : 16 GB RAM
  • Réseau : Connexion internet haut débit
  • Stockage: 35 GB d'espace disque disponible
  • Carte de son : Carte son compatible DirectX

Unreal Engine 5

Unreal Engine 5 walkthrough.[50]

Lumen has done a great job in really bringing to to life this area. As you can see, there's light bouncing off of the surfaces and casting into the rest of the cave... I love how you can also see the detail in the costume and the cloth that we have now.[50]Steven Sharif

unreal-engine-logo.png

Unreal Engine 5 is the graphical engine for Ashes of Creation.[50][51] The game was originally developed in Unreal Engine 4.[52] Migrating to UE5 required early is expected to save time the long run compared to upgrading closer to release, or post-release.[53][54]

What it provides in my opinion as person who enjoys PvP is it adds additional dynamics to what is possible from your opponent or from yourself. You know, if there is a ledge and jumping off that ledge is going to deal a lot of damage to me when I hit the ground and that puts me at a significant disadvantage, maybe I have an option to jump off the ledge at a point where I can mantle onto the side of a cliff or something. Now the give and take there is I won't be able to use my skills while I'm mantled. I won't be able to react easily, but I didn't have to take the fall damage per-se. Or if there's an obstruction and I'm going to take a significant reduction in speed so that I can crouch and make it past that, and now I have a effective line of sight has been obstructed as a result of that decision. I think it adds interesting elements to the battlefield and the key here is going to be making sure that it's not cumbersome- that it doesn't feel opposite of the flow of combat.[55]Steven Sharif
Lumen is going to greatly improve the visual fidelity and performance of the game with the reduced work and effort that's required by the art team, making Ashes of Creation much more beautiful than in UE4.[57]Steven Sharif
Nanite brings us really an entirely new approach to rendering and art workflows. Now we can render more actors with extremely high detail while eliminating the need to bake out normal map textures. For artists essentially what this means is that they can import high quality sculpted meshes directly into Unreal 5 without really having to reduce the poly count, making the workflow more efficient while simultaneously improving the quality of the art.[60]Steven Sharif
  • Features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[53]
    • World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[53]
Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[53]
A: While UE4 is a great engine, there are certain focuses and technological endeavors that Epic is doing on UE5 that won't necessarily be supported by UE4; and we want to make sure given the lifespan of Ashes and how long we intend this MMO to last, that when we made this decision early on during the development process that we weren't going to exacerbate the amount of effort it would take to move over later in the lifespan or after launch.[53]Steven Sharif
  • As of January 24, 2022 all teams have moved over to Unreal Engine 5.[64]
    • The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[65][66][67]
    • The upgrade to Unreal Engine 5.2 was completed. The developers expect to start upgrading to 5.3 around the end of 2023.[68][69]
    • At some point the developers intend to stop updating Unreal Engine until post-launch. This decision will be based on careful consideration of potential delays and other risks.[70]
Q: What is your stance in regards to focusing on delivering an MVP versus continuously upgrading your tools and engine to deliver a better product with new tech, even if that results in delays or additional years of development like UE 5.2, maybe 5.3 etc?
A: Our technical teams, especially our network team, our ICS teams, our gameplay engineering teams, they convene and weigh when our next update should be on the engine side: What new technologies might bring benefit overall. My perspective on how we balance the need for integration of new technology versus the responsibility we have in a timely manner to provide testing sessions that get us closer to the launch date; that's a delicate balance. I would say generally our disposition is not to incorporate new technologies that yield some significant amount of delay on the development side. We very much take the perspective that we're capable of adjusting and/or integrating those new technologies post-milestone, post-launch if necessary. At some point we'll stop updating the Unreal Engine in development until launch. That point hasn't come yet, but of course the larger the project grows and on the more custom we make the engine for our back-end needs; and for whatever else merge conflicts can occur- those mergers can become big and painful; and the update process gets more painful. So to answer your question shortly, we have a team that evaluates what direction we need to take there; and at the top of my mind is always, let's not incorporate delays as a result of leveraging new technologies.[70]Steven Sharif

Server population

Des limites de population seront appliquées pour chaque serveur.[71]

  • Environ 8 à 10 000 utilisateurs simultanés par serveur sont anticipés.[72][73][74] Ceci représente environ 50 000 comptes enregistrés par serveur.[75]
  • Les développeurs entendent gérer de manière prudente les populations des serveurs pour éviter d'avoir à les fusionner.[76] Il pourra y avoir des files d'attente pour entrer dans les serveurs à population élevée, mais l'objectif est d'éviter les files d'attente excessivement longues.[75]

Cela fait partie de l'équation que de surveiller en fait, pour s'assurer qu'on ne surpeuple pas la sélection de serveur, mais en même temps faire en sorte qu'il n'y ait pas un système de file d'attente qui soit si long que ça pénalise la volonté des joueurs de jouer simultanément, pour ainsi dire. C'est un numéro d'équilibre difficile.[75]Steven Sharif

Server population density

Ashes of Creation features a custom network back-end with proprietary Unreal Engine networking code to enable mass combat in the open world: such as JcJ, Sièges de Nœuds, Siège de Château, Donjons and Bosses d'extérieur.[61][62]

Player density is a very important aspect of our custom network layer. Zach and his team have been doing an incredible job of creating a unique network layer that we utilize in Ashes of Creation to facilitate, not just the player density goals, but also the open-world and seamless travel across that world. There's a number of different strategies that we employ when architecting the network layer. Some of those things have to do with the significance of replicated data that the player is receiving as the density gets higher. We mitigate calls and reduce the significance distance- the net relevancy distance. We keep things specifically that need to be known for the player directionality, which direction they're facing. Those are the most pertinent data that we transfer- that we transmit to the player character. So there's a lot of different strategies. It's a relatively complex system but our goal is to satisfy hundreds of players available within a given area; and certain events, especially castle sieges, caravans are one of those types of events, and our architecture facilitates that.[63]Steven Sharif
  • The networking solution dynamically distributes processes and scales up necessary server instances to accommodate player density across the world.[61][78]

Voir également

Les références

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