Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also, coming to a games "Fan" forum and lambasting it because you have a console mentality about a PC game will get you your weeks worth of vitriolic answers. www.survivetheark.com would address yer concerns more.
back your claim of high end up by posting your specs as steam detects them
Basically ARK tries to do too much on a Single Thread (main game thread), that's why it chokes on huge bases and large mod maps.
It would run MUCH better on a 10GHz dual core CPU than a 5GHz 8 core i9, because the devs couldn't split the work among threads very well. DX12 would theoretically help some, but not very much if at all. ARK 1 seems to have been mostly "written" with Blueprints, which perform worse than native C++ that Unreal Engine is written on. However, that's not a good enough excuse as there are fully Blueprint driven UE4 games that are very well optimized (But I haven't seen one with quite the scale that ARK has, Fortnite compares on scale but there's absolutely NO WAY its fully blueprint driven to get the performance and optimization that they are getting). Map choice also plays a large role in what kind of performance you get.
ARK 1 running on a very old very custom build of UE4 doesn't help at all, as they cannot very easily implement the latest UE4 improvements that happened since they "forked" it. For example, you can "convert" Blueprints to C++ code with "Blueprint Nativization", which is an experimental option in later versions of UE4. In my experience, it works very well, and would be a PERFECT use case for ARK, although they would most likely have to fix a lots of things before it would compile with "Blueprint Nativization" enabled" See this video for evidence from someone else: https://www.youtube.com/watch?v=8gVixDglpQ4&t=25s
In my own personal projects "Blueprint Nativization" DOES indeed help speed things up a lot.
We can only hope that the devs are much better this time around and start using multithreading at the start and use the new features of UE5 (Lumen, Nanite, Mesh Shaders, DX12/Vulkan, Oodle) to the FULLEST extent for ARK 2.
Source: I mess with UE4/UE5 and a lot lol. (mostly games for personal projects or feature tests)
There are some things that I do that help ARK "run" better.
One thing that I have never heard mentioned was setting "r.OneFrameThreadLag" to "0".
I may not help FPS (may even drop 1 or 2) but it helps a lot with mouse responsiveness.
They still working on fix the lag spikes and rubber banding + bugs
if you want another way to play with the most epic settings try:
"geforce now" (ark and more games)
https://www.nvidia.com/en-us/geforce-now/download/
you play with a super pc free or pay
but you can't play this game with 0% lag, 0% bugs, 0% rubber banding
nobody can
You've not yet bothered to go to the steam help menu, click system information, and then copy paste all that here so we can see what steam detects for your computer and any possible discrepancies that may show symptoms/variables to your issue.
Il post here once i find it