This game just still suffers from bad optimization, been a problem for me since beta. i5 and HD5770 are by no means high-end, but it should be good enough to get constant 60+ FPS in a game that, frankly, doesn't look all that great.
This game just still suffers from bad optimization, been a problem for me since beta. i5 and HD5770 are by no means high-end, but it should be good enough to get constant 60+ FPS in a game that, frankly, doesn't look all that great.
Yep you are sooooo right. Oh wait. Given your responses I wouldn't be surprised if you walk into traffic due to a lack of common sense.
Really? No really? That is what you came up with? So you are telling me that Rift is soooo complex that the game is just choosing to do more non GPU computations? Really?
Where do these people come from. This is basic knowledge. It doesn't take rocket science to understand that a game should be coded to utilize hardware correctly. If the game isn't trying to utilize hardware then that is a coding issue. It's not a CPU bottleneck, or GPU error. It is terrible coding.
Funny enough with the 1.9 patch, and also the reason I hadn't been back to these forums, it was fixed. Game was hitting upper 70% on the GPU and was running like a dream on Ultra+ (+ being every slider over). Then they do another quick update and back to the **** house. This time it's worse. 25% max GPU load in a event. CPU, all cores, never going past 15%. This really needs to be looked at.
Not sure if you lol'ed cause you have no knowledge, or because you actually understand and also find it funny. In case of the former. Go read up on the new UE4 engine. Even they have realized the amount of noobs that touch code is causing issues. They even figured out ways to allow programmers to create toggles for others to use so that others can make minor alterations without having to screw with the whole code and creating the **** storm of crappy titles over the last generation.
Last edited by Retsopmi; 06-30-2012 at 08:36 PM.
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