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There's plenty of ways they could reduce streamed loading requirements.
Though I disagree on your suggested fix. Usually assets are grouped by biome/zone/region. You don't want to load every single tree texture in the game into memory when your zone uses only a small fraction of the trees. The same with every other asset.
Even separating them by high/low, etc could be an issue if they use LOD for textures. Just because your game is set to HQ textures doesn't mean it is using those 4k texture for objects 500 meters away.
Maybe it would need some reverse engineering... Perhaps if it works like you are suggesting. The base game Low textures objects etc are the furthest LODs. Then the option to disreguard and not even load Medium High and Very High .pak files would be an alternative performance fix.
The loading and storage of .pak files into the RAM is a work around for Lumberyard because it can't read and store one single asset from an Index of .pak files. It must copy the entire .pak file into RAM in order to retrieve even just one asset. Lumberyard could technically read single assets if the crypak file system isn't used. Otherwise it is incapable.
Well yeah they could use a number of techniques, they might not even be using lower resolution textures and generating mipmaps on the fly from High Res ones, would have to do some digging and some testing to see what they are actually doing.
It most be executed in a really good manner for it to work that good on a mechanical disk :P
And it never used more then 8GB RAM i think, i have 64GB RAM
They locked in to a version of Lumberyard before it transitioned to O3DE.
(Link to an Interview with Director of the game.)
https://venturebeat.com/2021/09/13/new-world-interview-how-amazon-games-brought-an-mmo-close-to-the-finish-line/
They are not the same thing. O3DE is essentially a different engine not simply a version change.
"And no, O3DE is very different than the artist formerly known as Lumberyard."
(Link to Amazon talking about O3DE)
https://aws.amazon.com/blogs/gametech/open-3d-engine/
Yeah Amazon removed the multiplayer parts of Lumberyard before they put it up onto GitHub as O3DE.
What is your point though. It's the same .pak system obviously. Might as well just call it CryEngine.
@Logisk
It makes sense that a Windows 7 PC wouldn't have a problem considering everything Windows 11 is backwashing into Winodow 10 currently... Must be something wrong with my computer if I am the only one.
"issue" i have 16gb of ram never had any issues with overly used ram or from what sounds like a constant looping memory leak that gets to a certain point and refreshes itself. ive played both beta's and again not many issues.
while you are correct about pak files "im well hated and known on CERTAIN forums"
i think the issue isn't really the file itself just how they are handling it.
initial load up requires decryption of said pak files, files get checked, then dumped into memory "maybe a crap anti-cheat system is doing this" then if all goes well you get into game.
Some anti-cheat systems will constantly recheck files to make sure nothing is being tampered with.
this is my speculation on this of why its doing what it's doing.
you put the check on a function that's already loaded "send to server" and load it with a check function every X mins, you're going to have issues.
i can't say my background in game development "personal and TOS reasons" but i've seen this happen exactly like you described it. but again i dont have any issues of sort and i have a 6th gen intel system w/ 16gb of ram.
Totally unrelated to all the nonsense you just posted, I'm just adding this as a side note.
https://github.com/aws/lumberyard/tree/master/dev/