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To access it, you'll have to click the Play button in the library page and select the Low PC Specs DX 11 verision.
Honestly I'm shocked that the game still runs alright with an iCore CPU that's a generation lower than minimum listed spec. On top of getting 40 to almost 60 FPS on a GTX 1080 at 1440p at the second highest setting across the board.
I wonder if somebody here didn't update their drivers in years.
Deep Rock Galactic is a very simple game with just terrain and a few plants here and there.
Abiotic Factor is made out of a bajillion objects floating in empty space, none of it is prebaked nor put together into a single object (and I mean like walls, ceilings & floors here)
You have to process all those objects in real-time, the entire sector you are in, all the time.
None of the objects are occluded apart of the other, different sectors you can go to. (the ones that have 'loading screens' basically or need a tram to go to)
In general, making and baking maps was abandoned in favor of perpetually rendering the "map" with real-time screenspace effects because most CPU's can afford this nowadays.
If you know how to work with Engine.ini's for Unreal Engine games, you can turn off Lumen, Nanite, RayTracing and all that other BS if you wish but your game will look really bad lighting-wise.
Nothing you can do these days, devs have realized that people can just upgrade their PC's and they don't have console budget constraints so there isn't really any effort done regarding optimization or presentation since the rich bois are more keen on buying the game and also being capable of running it.or upgrading their PC just to run 'that one game' specifically.
It also should (no sure if it does) put physics to sleep up till you get close to it to save on CPU cycles. Another optimization.
Vast majority of UE5 games that use Lumen use software version of it, so no RTX GPU is required, that's a conservative move precisely because not all of their playerbase have RT accelerators
Nanite was designed to have smaller memory footprint than traditional LOD meshes on top of rendering/creating seamless infinite LODs with no popip and optimized micro-polygon rendering which is traditionally what kills GPU performance, another optimization.
Baked maps take ages to iterate on, take ages to build, requires massive patch sizes when updating objects (i.e. hotfix for few map fixes brings lighting data with it), etc.
No idea why people keep confusing optimization with technology advancements, with that mindset we'd be stuck on DX1.0 lmao.
You realize that developers want more people playing their games, not less, right? Playercount metrics help sales considerably. This would only make sense if a game has microtransactions (in which whales will heavily invest into a game, meaning they likely heavily invest into hardware). This isn't some AAA studio selling lootboxes, skins, season passes, etc to keep squeezing money out of the same small consistent userbase.
Because armchair developers typically have this problem of knowing just enough to be familiar with terms but not enough to actually know what they're talking about.
This guide really helped, some areas that spam effects are still framey and laggy but it's possible to make it playable. Would be nice if toggles like this were officially supported settings, and more, if there were indications on which settings might yield the best performance increase / cost to change.
https://steamcommunity.com/sharedfiles/filedetails/?id=3241870010