System requirements

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 ?[1] – 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.[2] – Steven Sharif
Configuration minimale requise pour l'Alpha-test de Ashes of Creation.[3] Ces spécifications système n'ont pas été changées pour l'Unreal Engine 5.[4][5]
- 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.[3]
- 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
Performance
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.[8] – 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.[9] – Steven Sharif
Ashes of Creation was performing at 50-60 FPS on a 1080 Ti during early Alpha-1 testing.[11]
- Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[12][13][14]
- A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[15][16][14]
- 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.[12] – Steven Sharif
Unreal Engine 5
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.[17] – Steven Sharif
Unreal Engine 5 is the graphical engine for Ashes of Creation.[17][18] The game was originally developed in Unreal Engine 4.[19] Migrating to UE5 required some front-end work, but in the long run it will be easier to do so in the alpha phases of the game, rather than closer to release, or post-release.[20][21]
- Unreal Engine 5 enables improved forms of locomotion/animation (motion warping), such as crouching, tilting and mantling.[22][23]
- 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 you know 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.[22] – Steven Sharif
- Unreal Engine 5 Lumen provides enhanced global illumination and Nanite enables increased graphical fidelity in the game (without excessive overhead).[24][25][26][20]
- The recommended system specs for the game have not changed for Unreal Engine 5.[4][5]
- 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.[27] – 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.[24] – Steven Sharif
- Unreal Engine 5 features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[20]
- World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[20]
- Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[20]
- 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.[20] – Steven Sharif
Ashes of Creation features a custom Unreal Engine back-end with proprietary networking code to enable mass combat in the open world: such as JcJ, Sièges de Nœuds, Siège de Château, Donjons and Bosses d'extérieur.[28]
- The networking solution dynamically distributes processes and scales up necessary server instances to accommodate player density across the world.[29]
- Over October and November, that's when McP and the engineers began to do the base migration of our custom code-base into UE5 see where there were any major issues. The great thing about UE5 is that it's mainly focused around updating the renderer- giving access to Nanite, Lumen global illumination- those are big components. There's other great aspects of it, but really it's a front-end change and it doesn't affect our networking layer. It doesn't affect our back-end code.[30] – Steven Sharif
- The upgrade to Unreal Engine 5 is primarily a change to the front-end side of the game. The custom back-end networking code remains largely unaffected.[30]
- As of January 24, 2022 all teams have moved over to Unreal Engine 5.[31]
- The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[32][33][34]
- The decision to upgrading to 5.2 will be considered based on the team's needs.[35]
- 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.[36]
- 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.[36] – Steven Sharif
Platforms
Ashes of Creation will be released on the Windows PC platform.[37][38]
- Console support may be added at a later point.[37][38]
- Native Linux support may be possible in future.[37][39]
Q: Will the upgrade to UE5 affect the supported systems? A lot of people are like linux question mark.[37]
A: It's something that we'll evaluate in the future. I haven't ruled it out necessarily- would see how much work it would take to do that, but really like less than one percent of the player base is using Linux.[37] – Steven Sharif
Voir également
Les références
- ↑ 1.0 1.1
- ↑ Direct, 2021-03-26 (12:34).
- ↑ 3.0 3.1 What are the minimum requirements for Alpha?
- ↑ 4.0 4.1 Direct, 2021-12-23 (49:39).
- ↑ 5.0 5.1 Direct, 2021-12-23 (42:09).
- ↑ Direct, 2021-12-23 (1:10:09).
- ↑
- ↑ Direct, 2021-12-23 (1:08:42).
- ↑ Direct, 2021-09-24 (52:48).
- ↑ Direct, 2019-12-17 (51:20).
- ↑
- ↑ 12.0 12.1 Direct, 2023-04-28 (1:03:41).
- ↑ Direct, 2023-01-27 (1:07:12).
- ↑ 14.0 14.1 Direct, 2018-08-17 (1:07:51).
- ↑ Direct, 2020-07-25 (54:10).
- ↑ Direct, 2019-11-22 (1:08:05).
- ↑ 17.0 17.1 17.2 Vidéo, 2021-12-23 (0:00).
- ↑ Direct, 2021-12-23 (19:59).
- ↑
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 Direct, 2021-12-23 (40:53).
- ↑ Direct, 2021-12-23 (50:50).
- ↑ 22.0 22.1 Direct, 2021-12-23 (55:32).
- ↑ Vidéo, 2021-12-23 (23:53).
- ↑ 24.0 24.1 Direct, 2021-12-23 (54:00).
- ↑ Direct, 2021-12-23 (52:52).
- ↑ Vidéo, 2021-12-23 (2:54).
- ↑ Direct, 2021-12-23 (52:58).
- ↑ Direct, 2017-05-03 (26:50).
- ↑
- ↑ 30.0 30.1 Direct, 2021-12-23 (47:51).
- ↑ Direct, 2022-01-28 (7:26).
- ↑ Direct, 2023-03-31 (1:10:30).
- ↑ Direct, 2023-02-24 (1:14:41).
- ↑ Direct, 2023-01-27 (1:07:46).
- ↑ Direct, 2023-04-07 (1:21:29).
- ↑ 36.0 36.1 Direct, 2023-03-31 (1:27:15).
- ↑ 37.0 37.1 37.2 37.3 37.4 Direct, 2021-12-23 (48:45).
- ↑ 38.0 38.1 Direct, 2017-05-26 (38:30).
- ↑ Direct, 2017-05-24 (23:50).