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Monster Hunter Wilds big performance patch is out on PC. I spoke with the user who originally discovered the DLC bug and they confirmed that it seems to be fixed. More improvements I noticed from some quick testing (continued): • Better 1% lows for smoother gameplay with less hitching...

294,625 просмотров • 7 месяцев назад •via X (Twitter)

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In my previous post about the #Nioh3 demo, I mentioned that when the game isn’t consistently holding 60 FPS or 120 FPS, several issues can show up. Here’s a clearer breakdown of what's going on. The main reason is that the game speed and physics are tied to the frame rate. When you enable the 120 FPS cap, the engine start overreacting and pushes CPU usage very high, even if the game is still running at around 60 FPS (as shown in the first example). In the second clip, you can see the uneven, jittery camera movement I mentioned before. Notice how much smoother 60 FPS and 120 FPS look compared to the unlocked side. Also, camera movement at 60 FPS is slightly faster than at 120 FPS. In the third clip, player movement is slower when the frame rate is unlocked. This doesn’t happen all the time, but it shows up often enough to be noticeable. Because of how the Katana Engine behaves, the game is clearly designed around 60 FPS. Running at 120 FPS is possible, but it’s only recommended if your system can maintain that target almost all the time, which isn’t easy to achieve. There’s also an alternative workaround where you select the 60 (locked) option and enable Frame Generation (DLSS or FSR 3), as shown in the last clip. The downside is that DLSS Frame Generation tends to show the same stuttery look as when the frame rate isn’t holding a fixed target, likely due to Reflex keeping the frame rate slightly below target. FSR Frame Generation, on the other hand, looks much smoother and works better here.

BenchmarKing

17,820 просмотров • 6 месяцев назад

** MEGA Parodius Scaling Effects Part 1 ** One of the big challenges with the Parodius Megadrive port is Stage 8's boss - The puffer-fish *Pooyan* with his full screen scaling effect. The goal is to be very close to the arcade (with extras on top ) so I thought lets tackle it head on to see how close we can get. I was also keen to jump into another scaling code rabit hole haha. Pyron pulled out all the stops and got me the source frames and reworked the BG tiles for this test - a big thankyou to him , Vector Orbitex is busy working on Stage 2 tracks so the team is working hard all round on this port. The MD has no sprite / background GFX scaling hardware , however the VDPs Vertical scroll can be updated per scanline to help vertical scaling on backgrounds, but there is a cpu cost to manage all the interupts so thats not free either. With the Horizontal scaling there is no help at all , apart from a semi-friendly packed pixel format for the cpu to work with, its not quite chunky format but better than planar format still for scaling. So its falls back to the 68k CPU to do all of the horizontal expansion which is the largest cpu cost. Basically drawing strips of either 1x, 2x, 3x or 4x wide columns at speed. So we are one week into this Boss's routine and you can see from the below video the horizontal scaling is implented ( vertical will be in the next update ) . We are scaling from 1x to 4x in the video below in 74 steps for testing . The column distributions are always a bit painfull to do - thankfully they are all worked out now. This is the third scaler I have built and the goal was with this one to make it really flexible for use in other projects also, sometimes when you optimise something to the last degree all the flexibility gets taken out of it. Currenty scaling at 12-25 FPS update here, I had some rules against some optimisations which I would use and some I wouldn't , thankfully we are a bit ahead of the Arcades animation frame rate here still and I may yet find optimisations that fit within the scope. We have vertical scaling and sprite spikes to add yet so Im hoping i can find a few more optimisations to offset things when they are implemented also. In a scale frame update we are processing close to 42000 pixels in ram before using DMA to send to VRAM . Using a 41x16 (656 tile scale buffer) - single buffered for now due to its size in VRAM. So thats nearly 21k in tiles ! I had to re-organise ram a bit to support a buffer of that size for the stage. The scaling function is written in 68k assembly , with a little C code handling the Vertical interupt code ( so the game logic can actually run & DMA updates etc ) . The DMA routines are in assembly also and customised for large chunk size ( big blocks of tiles ) which suits the scaler. I had some race conditions to sort out where the cpu was faster than DMA (sending tiles from RAM to VRAM ) and in some cases where it wasn't so it had to be balanced. We may be able to add more detail into the top and bottom of the background yet but its low priority for now until all the other bits are in !! #SGDK #SegaMegadrive #Genesis #Parodius

Shannon Birt

25,545 просмотров • 7 месяцев назад

So, here's my take on the recent discovery in the ongoing Monster Hunter: Wilds PC performance fiasco. I needed to wait a bit before posting as more sources were able to confirm the initial posts. The main reason I wanted to make this post is because I've seen a lot of clowns recently saying that because the DLC checks only affected hub/camp performance that it "doesn't matter." Their inability to consider how these issues may be affecting other hunters is frankly quite loathsome. I've been one of the fortunate ones who had the "season pass" at launch, so the issues never struck me thankfully. But think of all those that didn't... It DOES matter. Being quite attuned to the qualms of this community myself, I've had hundreds of people stop by this past year asking: "how can I fix the game crashing when I enter the hub?" Many of my community and I were dumbfounded as to why this issues was persisting with a seemingly fresh flow of new players experiencing hub crashes. Even those who weren't crashing were getting sub 30 fps dips, sometimes in the single digits that made menu navigation and hunting prep a real challenge. It annoys me immensely as all of this could have been avoided simply by NOT implementing aggressive anti-piracy measures. It's funny to think that the ACTUAL pirates will have a smoother running gameplay experience than the legitimate customers because they don't have to deal with all the anti-tamper. Now I LOVE Monster Hunter: Wilds, but my love for it doesn't mean I'm delusional, and thus blindly support it regardless of it's faults. We in the community have a duty to OUR viewers, supporters & fans to inform them and call out the shitty monetization practices in the industry. We also have (I believe) a role to play in preventing events like this from occurring in the future by vocalizing our discontent with said issues. Now I have no doubt that Capcom will fix this problem. I have no doubt in my minds that the devs, designers, artists and creators involved in the making of Wilds played no part in this egregious F'up. But someone knew. Somebody in a suit made the decision to completely ruin Monster Hunter: Wilds on PC for potentially thousands of loyal customers. This aggressive approach to anti piracy needs to stop. Capcom, you're actively killing your games for many of your most loyal fans and I don't even think you realise it. As a Capcom creator, I implore you to take a look at what you're doing, and stop. Or I can see Monster Hunter going the way of many other beloved franchises: straight in the bin. Guys, stop blindly brushing off issues in Monster Hunter, just because it's our collective favourite. If you do, there won't BE a Monster Hunter worth defending. Enjoy the game, (as I have myself) but demand it to be better! Cheers, have a lovely jubbly weekend. #MonsterHunterWilds #MonsterHunter #MHWilds

☕ 'Twas By Design ☕

22,539 просмотров • 7 месяцев назад

Video Gaussian Splats are one of the most wonderful things I've experienced in my last year in tech and XR. They are like having a real person in front of you and have the potential to bring people closer to their idols, or their distant family members, or to store immersive memories forever. Now that I have a Dell Pro Max Tower T2 PC with a powerful #NVIDIA graphics card, I have finally been able to try at home the "memories" offered by Gracia AI, and boy, I was amazed. In the PCVR version, you can really get close to the artists dancing and syncing, and in the frames where the recording doesn't have many artifacts, it is almost like having a real artist in front of you. And it is impressive that this technology works even when the singer is dancing with quick movements! But these recordings can be pretty huge (the one with McKenzi Brooke is 21GB!) and require a powerful computer, so now Gracia is also streaming these GS videos, and I was able to try the Amy May performance also on Quest! I have to say that quality-wise, even streamed, they are amazing. But there are more artifacts than in the PC version: I noticed that when I got close to the singer. But there is a huge advantage in having them on Quest: you can see them in mixed reality. It was like having the singer having a private performance for me in my house. Crazy cool! I'll keep experimenting with these performances and maybe write an article in the upcoming weeks. In the meantime, let me know your impressions, too! #VirtualReality #technology #innovation (Disclaimer: I entered the #DellProPrecision ambassador program, so I was provided the PC from Dell, and I'm using it to make some experiments and share them with you. No monetary compensation or affiliate sales programs are involved.)

TonyVT SkarredGhost

12,817 просмотров • 5 месяцев назад

First Impression About Neverness To Everness CBT This will be a long or short one and I mostly have plenty of good to say about the game so far and some bad. First I want to get out the way: Graphics In short, we already know its good! But this is definitely playing some part on performance on my end and it wasn't entirely bad experience at all just some fps drops here and there but its playable and 90% of time it was smooth so the performance issues is a easy fix (apart from some I've seen have already started having crash issues so it'll be different for all of us depending on your specs) I'm well in range of the specs so if I'm having some small issues that mean whoever has worse specs will have it worse. Performance/Optimizing the game etc is not something that should be ignored anyway and most of the time developers of recent time feel like they don't care about improving it, I hope NTE by release or during the test will fix the issues by then (crash problems etc + its day one of the test anyway) Second: Combat Just like wuthering waves, the games combat is fun (I still think it can benefit more on having more effects/impact frames etc to really nail the combat experience...) I know people have compared some characters to WuWa characters as "plagirism" but most part alot of characters in the game have their own charm and uniqueness to the combat The boss enemies also may have some unpredictable patterns and can put alot of pressure or aggression on you but isn't exactly too hard thankfully! But its still great because I like how fast pace and intense the fightings are when your in the boss fights Common enemies don't have much going on for them. Third: Story Unlike Genshin and Wuthering Waves the story for NTE or Neverness to Everness is actually more "Human" one of my viewers described it as and I actually agree, I'm not saying WuWa nor Genshin storytelling is bad but the way NTE tells its story is more morden and you can easily be engaged with it and understand everything clearly! The story is also pretty goofy and just like zenless they have great animations and (VERY) expressive with their animations which makes for great overall experience and I prefer this storytelling the most out of other games. (this is a personal preference) The gacha system is some sort of board game but the game gacha is F2P friendly?(For now for what I've seen) and there's no 50/50.. I was also almost able to max out alot of characters that aren't S rank in almost a day too Thats all so far, I'm still experiencing more as I go but this sums up my 5 hours so far into the game on stream and would love to see y'all in the next stream tomorrow. After I reach 50 hours or more I will do a video in conclusion about the game and what more I would love to see. TDLR: The game is good/great don't worry, just some small stuff that can make it better or some stuff that need fixing (despite the combat plagirism drama that was going on)

Aruzien

55,067 просмотров • 1 год назад