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Wuthering Waves C-Sharp Results After 12 Hours of Testing (PS5 results coming later) Reduced stuttering: The C-Sharp environment reduces the stuttering issues when riding a bike. Yes, there can still be an occasional stutter, but after some time, the game becomes stable. Without C-Sharp, the game can stutter for...

27,362 次观看 • 1 个月前 •via X (Twitter)

15 条评论

VincentRPS 的头像
VincentRPS1 个月前

C# isn’t a toggle on feature btw, rewriting to C# means they basically threw all the old gameplay code in the trash, most likely using AI since it’d be too long and expensive without it, may be one of the good uses of AI

Kaito 的头像
Kaito1 个月前

I never said its Toggle , i compared old footage with C# and made a post Hope this help

Geilan63 的头像
Geilan631 个月前

Hear me out I think they're importing this to Unity Cause Unreal Engine 4 uses C++ but Unity uses C# And based on the quality and the flexibility that we can see from Arknights Endfield I think we're headed in a Good Path

El Primo 的头像
El Primo1 个月前

A more stable FPS is an absolute win for me.

Sinn 的头像
Sinn29 天前

i run wuwa in a rtx 2050 8gb of a potato device. i used to experience lags and stutter even in the lowest settings (my laptop runs cyberpunk, stellal blade and LOP in low setting, ake, zzz, and hsr without problem) but now wuwa is way smoother than it ever was. glory to kurogames

Lazy 的头像
Lazy1 个月前

i think the best part of it is not the higer fps. but the stability of the fps

Garuda 🐦‍🔥 的头像
Garuda 🐦‍🔥29 天前

Waiting for the results of the standard PS5 and PS5 Pro, hopefully there is good news for the future."

KayooEL 的头像
KayooEL29 天前

why sometimes without c sharp still better?

MiAGamerz 的头像
MiAGamerz1 个月前

before this, how did they do their code or script? I'm curious.

This is weird 的头像
This is weird1 个月前

I saw a lot of JP players already said PS5 is way better than before. I didn't play on PS5 so I can't confirm

AZY-G 的头像
AZY-G1 个月前

Eagerly waiting for the PS5 results, much appreciated!

Lazy 的头像
Lazy1 个月前

and this is like this first implementation. and its still beta imagine what you can get in near future

Tedo 的头像
Tedo29 天前

Should I force enable it or wait for them to make it available for everyone?

YoKER 的头像
YoKER29 天前

Where is my update🥺

Guizi 的头像
Guizi29 天前

Biggest change I noticed was that in the weekly doors event, there were no loading times when entering doors

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Wuthering Waves PS5 Performance Test • Test Setup PS5 Slim (brand new, clean, no dust) Room temperature: 22°C with AC • Map Issue Yes, it's real. The new map is locked to around 2 FPS when opened from the menu, making it extremely laggy. • Stuttering Problems The game has severe stuttering. In some areas, it even freezes for 4–5 seconds, making the experience frustrating. • My Observation From my testing, the game appears to be running at a very high internal resolution on PS5 instead of relying on aggressive upscaling. For example, DLSS Quality at 1440p renders the game internally at approximately 1707×960 before upscaling it to 2560×1440. On PS5, however, it looks like the game is rendering at or near 2560×1440 internally and then upscaling to 4K. If that's true, it's an extremely demanding target for a base PS5. • Is This Fixable? Yes. If the game is indeed using such a high internal resolution, lowering it and using better reconstruction or dynamic resolution scaling could significantly improve performance. Running at such a high internal resolution on a base PS5 doesn't make much sense, and the game has suffered from performance issues for nearly 12 months. • Final Thoughts Kuro Games needs to address this. At this point, we can't keep blaming players, their hardware, or the engine. If the high internal resolution is the cause, it should be adjusted. If it isn't, then something else in the game's optimization is seriously wrong. #WutheringWaves #Gacha

Kaito

50,372 次观看 • 2 个月前

Max Levchin explains why B-players hire C-players The co-founder of PayPal and Affirm reflects on the famous Steve Jobs insight that A-players hire A-players, and B-players hire C-players: “It’s profoundly true. But there should be an asterisk explaining why this is true. And the reason for this is fear.” A-players love working with other A-players because they know it will make them better. They want other A-players who challenge them and will tell them when their work isn’t good. Most B-players are net positive too, but as Max argues, some are fearful and will say: “If I have too many B-players or A-players around, I will look terrible and it’ll be very obvious that I’m just not that good. So the way to fix this is for me to become a manager and hire a bunch of people who aren’t very good at all so that I’ll look like the tallest mushroom.” Max continues: “That is the real danger of B-players. Having people who are perfectly willing to do good work day-in and day-out is not the worst thing in the world. There’s plenty of things that A-players will turn their nose from because it’s just not that challenging. B-players are very good for that [type of work]. And a lot of B-players will over time grind their way to being A-players, so you’re investing in their future and they know it, and that’s also positive. But B-players who have fear of being found out are the ones you have to watch out for.” Source: Harry Stebbings 20VC Fund (Feb 2025)

Startup Archive

18,676 次观看 • 2 个月前

** Sega Genesis 3D Engine Day 3 ** Blast Processing kicks In !! Converted the Line Drawing and Triangle drawing to 68k Assembly and gained 25% in the line drawing and 33% speedups in the triangle drawing vs C ( so far ) . The scheduler calculating the vertexs is still in C , just the drawing routines are now are in assembly . Possibly 5-10 % gains will come from the scheduler being in ASM also. The Line and Triangle drawing C code took some beating , it was surprising - particularly the line drawing to get a speed up over the C code in ASM. I guess its not too surprising as the C code was basically handling pointers and integers so I had to get exotic to find the speedups. Initially my ASM Line draw was 100% slower than the C code - the first pass conversion from C to ASM is always rough as its more about getting it working then refine later , but yeah 100% slower on first pass was brutal, after 4 hrs tweaking it was 25% faster than the C code so thats a good start - might get more yet. So added more squares and more triangles for load testing at the same frame rate. Its still not anything cohesive but right now focussing on performance in rendering to see how much can be pushed. As rendering will be the biggest cpu soak the faster that goes the better. The smaller triangles take about 1/3 the CPU time of the larger triangles at present so theres definately a fill rate limit vs the setup time to consider. The same would go for the squares been line framed - smaller ones would allow al lot more . #SGDK #SegaGenesis #SegaMegadrive

Shannon Birt

21,335 次观看 • 5 个月前

So how is the Sega Dreamcast's very own native port of Mario Kart 64 coming along? Well, lets take a look at some footage I just captured directly from my DC of jnmartin's latest build! Minor texture corruption is still present on some of the sprites here and there, plus there's no audio yet, BUT MY OH MY! She's running like a dream and looks SHARP as hell at with progressive scan at twice the resolution! You'll immediately notice virtually all of the texture corruption on the text and UI sprites have been fixed. You can now actually see your item box, and clouds are drawn properly in the background, rather than over the top of the scene in the foreground. Somehow, along with fixing all of this in the past few days, jnmartin has also found the time to get the monitors in the backgrounds of Luigi's Raceway and Wario Stadium correctly projecting a view of the scene onto their screens. This somewhat-advanced effect (for the time) was actually done on the N64 (in this game) WITHOUT doing a secondary render-to-texture pass, which requires submitting the scene a second time to the GPU. Instead, the framebuffer was divided into small, tiled chunks (1/6 of its total size), with only a single small chunk getting updated per frame. This way, the amount of direct VRAM access from the CPU (which is typically slow as hell) is kept to a minimum within the duration of a particular frame, with multiple frames being required to update the entire screen. But anyway, she's starting to look and play incredibly well, and those of us with early access to the builds have been thoroughly enjoying revisiting this title on our favorite platform!

Falco Girgis

45,630 次观看 • 1 年前