Point being this [Edit] is way too soon. They haven't even unlocked ID fully. That point only matters to the casuals that will likely never raid ID at 50 now. I'll never go back to Blizzard, but the differences are beginning to blur. So it goes.
Point being this [Edit] is way too soon. They haven't even unlocked ID fully. That point only matters to the casuals that will likely never raid ID at 50 now. I'll never go back to Blizzard, but the differences are beginning to blur. So it goes.
Last edited by Alyn; 06-01-2012 at 09:44 AM. Reason: inappropriate language
How much longer did you expect trion to keep pushing horizontal progression at 50? Besides, this is just an announcement that is confirming the hype we already had (and ill tell ya what, trions silence was getting on my nerves). We vaguely have a release in fall 2012. So that gives what? 4-6 months to twidle your thumbs after getting ID to farm status? Or for guilds still working on progression to catch up.
So excited about expansion. Trion has never let me down in any of their patch and new stuff... And something is saying to me, that this fall/winter will be very bussy =), not because of snow, but because of rift =).
Anyway, i have a question.. since majority is having FPS issues, are they finnaly going to do something about it? Because the cloacks will have some crazy physic engine, this may just be a murder of pvp (since ppl are having 12 fps in battlegroups already, including me). And i do not have sooo crapy pc, all on low or high, there isnt any difference in fps almost.
So, anything about fps problem?
I wouldn't say the majority has FPS issues. Rift just isn't a low end game like certain other MMOs using antiquated engines. Rift is a top shelf game that requires a rig that is a bit more beefy than your average email checker. I'm not saying that's your issue... I'm simply saying that Rift is a cut above when it comes to tech level and system requirements. For those who have the gear to run the game, it runs great... unlike other certain games where the steaming hunk of bantha poodoo doesn't like to run at over 25 FPS in anything larger than 800x600 resolution no matter how good your rig is.
Eh, my rig may be stock, but it IS decently beefy. Hex core. 1GB vid card. Yet it struggles with rift. Though I'll admit, if I wasn't between jobs and broke, I would go ahead and get an aftermarket card.
It definitely needs to be optimized more. My 3 cards drop to 10-20% utilization when more than 15 people are on-screen. SLI barely works anymore (more issues popped up in the recent patches) as well.
My computer should be pulling 50-60 FPS on this engine at my resolution. I get 20-30ish. FYI, this is a fairly old game engine, and it is certainly not optimized to high standards. 3 580GTX 3GB would be performing much better if that was the case. (5770x1080 reso btw. See screenshots in sig for reference on just how large that is.)
As of right now:
- If more than 15-20 people are on-screen it favors CPU over GPU and will drop GPU usage significantly to compensate. (Even so, it appears to set limits on just how much power it will utilize, would explain the FPS drops to 3-5 during large outside encounters)
- GPU Memory usage hits dangerously high usage levels when SLI is not working (and even with). (2284MB in the nosli image. CRAZY! Normal setups would have crashed by now.)
- Ram usage appears to be leaking, albeit slowly.
- Lots of "oddities" if a single client is simply kept open for established periods of time (4-5 hours+)
Tera:
http://img525.imageshack.us/img525/7356/terafps.jpg
Diablo 3:
http://img856.imageshack.us/img856/1492/diablo3fps.jpg
RiftSLI:
http://img842.imageshack.us/img842/3343/riftsli.jpg
Rift(NO)SLI (Randomly stops working. Always in fullscreen mode btw):
http://img265.imageshack.us/img265/4097/riftnosli.jpg
Rift: Ultra preset to start, no AA, no AF, Full Shadows
Other games: Max ALL settings.
1. At an absolute minimum, the expansion is 3 months away. Most likely 6+. Thats MORE than enough time.
2. We don't know if Trion is going to go the EQ route (non trivialized content) the WoW route, or inbetween
3. Its *very* close to the point where Rift becomes irrelevant. With TSW, MoP and GW2 all on the horizon and declining activity despite 1.8 release Rift needs something big to survive without being forced to pursue alternative payment models (cash shop) to support development.
There is doomsaying, then there is reality. Games can survive just fine under 200k subs, but it is difficult to thrive with added content. EQ and EQ2 manage to do it, but thats because of the cash shop.
That said, I wouldnt be opposed to a cash shop like SoE's since it doesnt have an impact on the game (cosmetic) but it would be better to not have to have one.
- GPU memory even on my 6870's is all over the place. CPU is the same in open world and closed world instances.
- I will be honest, the game has gotten MUCH MUCH better at ridding of those memory leaks. While they still do occur, it is not as noticeable now.
Oddities such as:
- Player avatars get overwritten by a random mesh?
- Players heads, (most notably eth/kelari mathosian/elves) become color pale or inversion of color.
- Randomly with this one; if playing for more than six hours in Ember Isle; the flora will become a rave. Any movement will cause it to go absolutely crazy with colors from green, brown and black rapidly swapping.
- Local character at random will sometimes become color inverted(?). White becomes black, black becomes a very dark blue?
My sig rig, at 2560x1600 (equal to two of your three panels in resolution), with a single OC'd GTX 670 + 4.4ghz i7 2600K + 16gb ddr3, is pulling ~30fps in Sanctum with 30+ people in view. This is with maxed in-game settings including shadows & 16x AF, except FXAA is enabled through the nVidia control panel instead of in-game (better filter, sharper textures + roughly the same antialiasing effect). In the wilds or raid rifts/etc. I get 45ish to 50. Definitely sounds like SLI isn't scaling well for you. A single oc'd 670 can basically clip over a pair of oc'd 570's in a good deal of titles, but it shouldn't be popping past three 580's (when adjusting for resolution here)...
That said, I too notice the game starts to minimally use the GPU comparatively, when I'm near a lot of people. I go from 80-95% GPU usage most of the time, to around 35-45%, when in Sanctum, vs. high usage and 60+ FPS when only a few are near me/in view. So, I agree the game's definitely highly CPU-bound on high-end setups currently, I'd love to see that change. My GTX 670 actually gets used little enough that it downclocks (Kepler GPU's have GPU Boost which raises the speed when load is high, it goes from my OC of 1354mhz core down to its bone-bottom 980mhz level in town
). There definitely needs to be better CPU usage somehow here, and shifting of the bottleneck towards the GPU.
I might note, by the way, that Rift has its own deferred renderer, and is not on an "old" engine. As I recall, during development they used Gamebryo for its world editor mainly, but created their own renderer, sound, etc. & backend for servers.
Last edited by GoldenTiger; 06-01-2012 at 10:08 PM.
Rig: 256gb SSD, i7 2600K quad-core (w/ HT, 4400mhz), GTX 670 Gigabyte OC WindForce @ 1354core/6510mem, 2560x1600 (Dell 3007wfp-hc S-IPS LCD monitor 30"), 16GB DDR3.
Double the pixels of a 1920x1200 monitor = yummy graphics! I do love my eye candy...GSB, RoS conqueror, DH, GP cleared, 10/11 HK + P3 Akylios pre-nerf, Mage of Wolfsbane
Rift need optimization.
It's ridiculous that I'm getting the FPS I'm getting while supposedly much more demanding games give me 50+FPS. Ridiculous.
Maeloda ~ Defiant Kelari Male Rogue ~ Level 60 (Expert) ~ Faeblight ~ Philanthropy
GSB 5/5, GP 4/4, DH 4/4, RoS* 4/4 || HK 2/11, RotP 0/4 || ID 0/8, PF 0/4 || FT 0/4, TotSQ 0/4, EE 0/5 || GA 0/4
* = Conqueror
To be fair, Rift is a fairly graphically impressive game for an MMORPG... and MMO's tend to be very CPU-dependent. I get a smooth 50fps minimum and 65-70fps average in BattleField 3 with all Ultra except for SSAO instead of HBAO, at 2560x1600 on 64player conquest servers, and that too is a CPU-heavy game (it is quite sensitive to CPU speeds and core count even on high-end rigs). Even making some allowance for it being an MMO though, I'd really like to see some further performance improvements. When in Sanctum with tons of people around, I see around 35% usage on thread 1, 75-80% usage on thread 3, 15-18% usage on thread 5, and 60-62% usage on thread 8 (this is on my 2600K with HT enabled, 4.4ghz). Clearly it is making good use of the CPU in terms of multithreading, overall, but the actual performance is definitely leaving a good bit to be desired.
Last edited by GoldenTiger; 06-01-2012 at 10:18 PM.
Rig: 256gb SSD, i7 2600K quad-core (w/ HT, 4400mhz), GTX 670 Gigabyte OC WindForce @ 1354core/6510mem, 2560x1600 (Dell 3007wfp-hc S-IPS LCD monitor 30"), 16GB DDR3.
Double the pixels of a 1920x1200 monitor = yummy graphics! I do love my eye candy...GSB, RoS conqueror, DH, GP cleared, 10/11 HK + P3 Akylios pre-nerf, Mage of Wolfsbane
Maeloda ~ Defiant Kelari Male Rogue ~ Level 60 (Expert) ~ Faeblight ~ Philanthropy
GSB 5/5, GP 4/4, DH 4/4, RoS* 4/4 || HK 2/11, RotP 0/4 || ID 0/8, PF 0/4 || FT 0/4, TotSQ 0/4, EE 0/5 || GA 0/4
* = Conqueror
As per my sig...
i7 2600k @ 4.4ghz (quad-core + hyperthreading)
GTX 670 heavily oc'd (1354mhz core, +250 memory, stock is around 1ghz core for these cards)
16GB DDR3
SSD
2560x1600 resolution (2x that of a normal 1080p LCD)
I think Rift runs decently for the graphics level and the actual backend of things as an MMO, but it definitely has notable room for improvement. Note the keyword here: "decently". I by no means think it is well-optimized yet, and player count quickly bottlenecks on the CPU in the game, rather than the GPU, even at extreme resolutions such as mine and the other poster using 5760x1080 (around 45% more resolution than myself). Performance needs to improve... even if they can't get it to the "ideal" level where it is making heavy use of the GPU, they have got to speed up the CPU end of things to a reasonable level of performance in high-player situations.
As I mentioned, BattleField 3 64player hits the CPU incredibly hard as well, but (off the cusp, I have no inside knowledge of the internal workings of Rift's or BF3's engines) it appears more efficient than Rift does overall. I'm sure Trion has all of the data available that they need through metrics and analytics by now... hopefully they prioritize it a little higher on the tree of things to work on, and it's not something that will take a disproportionate effort and amount of resources to correct. MMORPG's have much heavier networking and general CPU requirements, but it seems off to be at quite this level.
Just an outsider's somewhat-"layman" view.I worked as a programmer myself, and am working on my first independent game dev project (early, early stages still...), so it's "educated" speculation, but that's about it.
Last edited by GoldenTiger; 06-01-2012 at 10:36 PM.
Rig: 256gb SSD, i7 2600K quad-core (w/ HT, 4400mhz), GTX 670 Gigabyte OC WindForce @ 1354core/6510mem, 2560x1600 (Dell 3007wfp-hc S-IPS LCD monitor 30"), 16GB DDR3.
Double the pixels of a 1920x1200 monitor = yummy graphics! I do love my eye candy...GSB, RoS conqueror, DH, GP cleared, 10/11 HK + P3 Akylios pre-nerf, Mage of Wolfsbane
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