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Für die Early-Access-Version von Hunt: Showdown ist jetzt das angekündigte Performance-Update auf Steam als Patch auf Version 0.179 verfügbar. In diesem Video beantworten die Crytek-Entwickler Chris Auty und Sébastien Laurent vom Hunt-Team und Theodor Mader vom CryEngine-Team einige der häufigsten Fragen der Spieler. Das Video wurde noch vor dem Release des Performance-Patches aufgenommen. <br /> <br /> So erklären die Entwickler, warum es zu Rucklern kommt und wie sie dagegen vorgehen wollen. Dabei gehen sie auf Details ein, wie, warum die Hunt die CPU sehr stark, die GPU aber nicht so stark belastet oder warum sie sich eher um eine stabile Bildrate als eine höhere Bildrate kümmern. <br /> <br /> Jetzt schon kaufen? Unser Early-Access-Test zu Hunt: Showdown <br /> <br /> Patch-Notes für Hunt: Showdown v0.179 <br /> <br /> Performance <br /> <br /> CPU optimization and utilization <br /> <br /> Optimized a number of CPU heavy processes within the game that would lead to Hunt being CPU bound (especially on lower end hardware) <br /> <br /> Optimized rendering cost when particle effects are filling the screen space <br /> <br /> Optimized off-screen particle updates in most cases <br /> <br /> Optimized interior lighting volumes significantly <br /> <br /> Optimized a number of expensive engine calls (e.g GetWaterLevel) <br /> <br /> Reduced particle overdraw when many large particles in view <br /> <br /> First round of optimizations on CPU job manager (improves efficiency of thread queues) <br /> <br /> <br /> Memory optimization <br /> <br /> Reduced Hunt’s overall memory footprint <br /> <br /> Enabled animation DB streaming to reduce memory usage <br /> <br /> Improved object streaming to reduce memory usage <br /> <br /> Fixed a memory leak in the AI proximity grid <br /> <br /> Reduced memory usage in various Hunt subsystems <br /> <br /> <br /> Server/Backend <br /> <br /> Improved dedicated server allocation manager to be more reliable, especially if back end slows down <br /> <br /> Upgraded backend technology to pave the way for further improvements to debugging user reported issues (slow response times etc) <br /> <br /> <br /> <br /> Bug fixes <br /> <br /> Developer note: In this section we will be using the word “stall” a lot. In these cases, this term is being used to describe one of 3 possibilities – micro stuttering (small freezes that do not crash the client), frame drops and spikes <br /> <br /> <br /> Fixed a stall when using lanterns for the first time (slight micro stutter when picking up the lantern) <br /> <br /> Fixed a stall that could occur when using dark sight for the first time after loading into the match <br /> <br /> Fixed a stall that occurred when aiming fuses at the sky <br /> <br /> Fixed a number of stalls that could occur due to some shaders being loaded during gameplay. This was especially noticeable when aiming down sights <br /> <br /> Fixed a stall that could occur when the banishing phase completed <br /> <br /> Fixed a number of invalid file accesses during gameplay which was resulting in some stalls <br /> <br /> Reduced stalls that could occur with cloth simulation on hunter clothing <br /> <br /> Fixed a number of uncached resources <br /> <br /> Fixed a deprecated asset that could cause the game to
Für die Early-Access-Version von Hunt: Showdown ist jetzt das angekündigte Performance-Update auf Steam als Patch auf Version 0.179 verfügbar. In diesem Video beantworten die Crytek-Entwickler Chris Auty und Sébastien Laurent vom Hunt-Team und Theodor Mader vom CryEngine-Team einige der häufigsten Fragen der Spieler. Das Video wurde noch vor dem Release des Performance-Patches aufgenommen. <br /> <br /> So erklären die Entwickler, warum es zu Rucklern kommt und wie sie dagegen vorgehen wollen. Dabei gehen sie auf Details ein, wie, warum die Hunt die CPU sehr stark, die GPU aber nicht so stark belastet oder warum sie sich eher um eine stabile Bildrate als eine höhere Bildrate kümmern. <br /> <br /> Jetzt schon kaufen? Unser Early-Access-Test zu Hunt: Showdown <br /> <br /> Patch-Notes für Hunt: Showdown v0.179 <br /> <br /> Performance <br /> <br /> CPU optimization and utilization <br /> <br /> Optimized a number of CPU heavy processes within the game that would lead to Hunt being CPU bound (especially on lower end hardware) <br /> <br /> Optimized rendering cost when particle effects are filling the screen space <br /> <br /> Optimized off-screen particle updates in most cases <br /> <br /> Optimized interior lighting volumes significantly <br /> <br /> Optimized a number of expensive engine calls (e.g GetWaterLevel) <br /> <br /> Reduced particle overdraw when many large particles in view <br /> <br /> First round of optimizations on CPU job manager (improves efficiency of thread queues) <br /> <br /> <br /> Memory optimization <br /> <br /> Reduced Hunt’s overall memory footprint <br /> <br /> Enabled animation DB streaming to reduce memory usage <br /> <br /> Improved object streaming to reduce memory usage <br /> <br /> Fixed a memory leak in the AI proximity grid <br /> <br /> Reduced memory usage in various Hunt subsystems <br /> <br /> <br /> Server/Backend <br /> <br /> Improved dedicated server allocation manager to be more reliable, especially if back end slows down <br /> <br /> Upgraded backend technology to pave the way for further improvements to debugging user reported issues (slow response times etc) <br /> <br /> <br /> <br /> Bug fixes <br /> <br /> Developer note: In this section we will be using the word “stall” a lot. In these cases, this term is being used to describe one of 3 possibilities – micro stuttering (small freezes that do not crash the client), frame drops and spikes <br /> <br /> <br /> Fixed a stall when using lanterns for the first time (slight micro stutter when picking up the lantern) <br /> <br /> Fixed a stall that could occur when using dark sight for the first time after loading into the match <br /> <br /> Fixed a stall that occurred when aiming fuses at the sky <br /> <br /> Fixed a number of stalls that could occur due to some shaders being loaded during gameplay. This was especially noticeable when aiming down sights <br /> <br /> Fixed a stall that could occur when the banishing phase completed <br /> <br /> Fixed a number of invalid file accesses during gameplay which was resulting in some stalls <br /> <br /> Reduced stalls that could occur with cloth simulation on hunter clothing <br /> <br /> Fixed a number of uncached resources <br /> <br /> Fixed a deprecated asset that could cause the game to