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Laporkan kesalahan penerjemahan
OK, thanks. I've seen some comparisons, and RT definitely adds a lot of atmospheric lighting, makes water more beautiful etc.
I'm at 105 minutes now, so if I play much more, I'm not eligible for a return. Is it the ray tracing specifically, that crashes the game? Thanks!
There's no hardware fast enough to brute force past this game's performance issues. Some of the stutters go beyond even the usual UE4 shader comp and traversal stuff, the camera movement itself is bugged and stuttery.
It doesn't add lighting. It adds reflections on a few reflective surfaces in the game. It's a crappy console implementation for AMD hence why most of the time there is no visual difference.
No performance issues with 7950x and 4090
For sure? From seeing a few youtube-comparisons, RT propagates lighting from various sources in a more natural way, like red lighting around a red lighting source etc. That makes a notable difference to the overall atmosphere. That's what I saw in those videos anyway.
I'll probably turn off RT and keep playing, and hoping (in vain) for another patch at some point. At least I got the game at a 60% discount.
r *rolls eyes*
Okay, that does seem like something I would attribute to a "souls-like", but you would have to drop the need for punishing difficulty in the "souls-like" description, as Jedi: Survivor doesn't depend on it and allows the difficulty level to be adjusted.
This is a bog standard inventory system.
Following the release of Ocarina of Time, this was known as Zelda-Like.
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Okay, you've got leveling up at bonfires/rest points, in addition to punishing difficulty. A bit closer to a proper definition.
Whatever you say. Game is tagged Souls-like here on Steam, in Epic and wiki page that I linked before.
https://www.ign.com/articles/the-best-soulslike-games
It feels awkward and clunky in a way to me. Glad I got this game with 60% discount. Dunno if I'll actually play through this one.
Had Doom Eternal with RT on running better. Got Cyberpunk on nearly max settings (RT off) running better too.
The game looks fantastic and plays hella fun--it just really does have glaring optimization issues for my PC. Fortunately I'm playing it through my Game Pass subscription so it's costing me less than $10. I'd feel a bit cheated by these issues if I paid even half price much less the full price for Jedi Survivor.
Still at the first map, Coruscant. Much of the stuttering disappeared also after I disabled RT. Don't know about the later maps, though.
It's a shame, RT makes a big visual difference in this game.
Just wait til you get to Koboh. It's the next planet, it's massive, and it runs like poop.
its a technical ****show. With raytracing on or off(of course with it on it's really something to laugh at).
WHEN THE LOGOS STUTTER IT IS SH*T!
UNREAL 4 was NOT made for these sort of vast maps(or raytracing in general).
Why they even tried it is beyond me.
They got caught right in between unreal 4 and 5 but had already done too much work I guess. They should have ported it. But there you go back full circle.
EA is just a very bad, awful, incompetent company that couldn't give a dam about what is good for a product because they are constantly shuffling people and resources all over the place.
Without FIFA EA would already be bankrupt a long time ago. But I feel that the time when these old guard big AAAAA(or whatever they like to call themselves) gaming companies are falling apart are approaching.
With a lot of horsepower it tries very hard to perform even mildly average on 1440p.
But it's the engine. For sure.
I have tried every trick available, also the game ready/studio drivers, also including bios options(which do help) and it still is up for grabs whether or not it will give me a good time or just show me every crack in it's beautiful facade.
I feel so sorry for everyone involved because up to the finalization of the product the art direction, voice acting, sound design and world building/lore is just awesome.
There must be some texture artists/animators/sound designers ect that worked on this that still feel let down by the end result that ea frankly just shat out.
There is no defending this.
The maps do not seem so vast to me. There is a big difference between maps like in Grand Theft Auto, Red Dead Redemption 2, Horizon: Zero Dawn, and Zelda: Breath of the Wild, and what is shown in Jedi: Survivor.
When you pull up the holomap on Koboh, you will see that there are vast areas that are not traverseable, and there is a very linear path from location to location. Furthermore, these maps are separated into distinct containers.
The vast size of the map is a GPU performance optimization, and lowering the resolution should help. Maps tend to be static, they don't move, and thus don't consume CPU. Ray Tracing tends to be significantly more GPU bound than CPU bound, especially with regards to static surfaces which do not need constant recalculation of the light maps.
What I am noticing is A.I. population density. The bigger maps tend to have bigger populations. Pyloon's Saloon being an example of an indoor location, separated by a loading zone, with a heavy population towards the end of the game. Few would consider Pyloon's Saloon to be a "vast" map, and yet I also experience performance issues inside of Pyloon's as the game progresses.
You may notice that when you are inside of Pyloon's Saloon, you are limited to walking speed. This slower rate of movement is easier on the CPU to calculate. Before release Respawn talked about issues with the Spamels, having to limit their movement speed in the larger maps, and they were considering removing the Spamels from the game entirely because they did not improve movement speed over Cal's own abilities.
The inside of Pyloon's Saloon is therefore a benchmark akin to the old "Can it run Crysis" graphics setting in the original Crysis, which was above "Ultra". The question is whether the game can perform better with A.I. acceleration to improve thread parallelization and thread management, something which Intel cites as extremely challenging for developers and software engineers in their 12th Gen Game Dev Guide. Jedi: Survivor might need a patch to be properly supported on the PlayStation 5 Pro, in order for us to ask the question "Can it run Jedi: Survivor?".
"Low"
"Medium"
"High"
"Very High"
"Ultra/Epic/Cinematic"
"Can it run Crysis"
"Lord's of the Fallen" was ported to Unreal Engine 5 during development, and experienced much the same issues as Jedi: Survivor. So upgrading to UE5 has no guarantee of resolving the issue, if the engine has not been upgraded to UE5. Is it possible that the final version of UE4 is just UE5???
During the pre-release discussion on social media, I was of the opinion that it would not be competitive to release a product in 2023 without Ray Tracing. I am not convinced that it was a poor business decision, the Ray Tracing in Jedi: Survivor seems to be mostly well received.
There are 2 parts to performance issues that many experience:
1) really large texture in VRAM allocations (I've seen 18GB on Koboh), which results in VRAM to RAM "leakage" and RAM is much slower;
2) a lot of shader compilation on the fly and this is especially noticeable with RT enabled since RT is very CPU heavy as well. Shader precompilation looks like for some reason is not fully compiling all of the shaders. That's unnoticeable only on CPUs with 16 physical cores, like 7950x (or x3d)
UE4 is absolutely fine for open world games. Just look at Horizon Zero Dawn for example.
Adding to the 33% reviews, with a 10600k cpu and a 4090, I still experienced crashes which resulted in repeating previous fights I had put in time to win. I got frustrated near the end when I fought one particular boss and had to fight them 3 times, so I lowered the difficulty just to get through the game. Stutters only when I had RT enabled, after that, pretty smooth.