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High-level precompilation (game shaders, driver-agnostic) might invoke serveral minutes(!) delay at first run! Hopefully not in subsequent runs. I need to be sure that this helps.
And if it does, then we gonna need some kind of loading/precaching intro screen, with a proper progress bar.
Thanx for your report and stay tuned...
Some progress animation would be a good idea, because I almost killed the unresponsive black screen game with the task manager.
I bet if this process would double the framerate, people would be willing to wait for 1 hour!
BTW, with the current demo build the following helps with stutters/hitches very much - maybe up to 80-90% or so:
"\AppData\Local\Talos2Demo\Saved\Config\Windows\Engine.ini" edit and add to bottom...
[/script/engine.renderersettings]
r.PSOPrecaching=1
Save and exit the file.
It looks like there's no need to clear the caches except for testing reasons (although I didn't test leaving it well enough to be completely sure).
Start the game. (It takes a small amount longer as its adding more to ushaderprecache but keep waiting.)
PSO Precaching is noted in the UE docs as available only for UE 5.3+ however it does indeed help the demo at 5.2. Go figure.
You may of course have greater success with the way you're going. Just thought I'd mention it as it could be a positive addition anyway.
It sounds like y'all are nervous about the first load of the game taking forever, which is a perfectly reasonable fear. I've seen shader comp take an unholy amount of time in the past. Especially on my old Ivy Bridge setup. And I know shader compilation won't change the overall framerate, just smooth out the spikes and make the whole experience a little bit more reliable and predictable. But Eludium is right, you only get one chance to make a first impression. Especially in a puzzle game where replay value is limited. And having my introduction to these gorgeous new puzzle arenas be punctuated by such egregious stuttering just catapulted me out of the experience. An utter disaster for immersion. In the last biome, I resorted to sprinting around the map before starting any puzzles so I could get the worst of the first-run stutter out of the way. Or taking the fast travel tube twice. Once to get the stutter done with, the second time to actually appreciate the view.
In terms of the work to add a precaching screen, surely a "Precaching shaders" note on a black screen with a '... 47%' type percentage would get the job done? Maybe with a note under it saying "Precaching shaders. This may take a while, but will result in smoother gameplay."
Now, most of the people on the Unreal forums are not necessarily professional developers with years of heavy-duty work in the engine (though some are), so I am being optimistic that, given Croteam's long-record of producing high quality titles, they will be able to use all of their knowledge to come up with a workaround if it is indeed proven that Unreal Engine does not have some official ways for this process.
Although having a RTX 3090 i have to adjust several settings to "medium" to come close to 60FPS in some areas of Grasland. (I play on 4K-resolution).
The demo has been more performant already - it was before the last patch!
The issue you see is different. This PSO cache helps when stuff are first brought into close enough view as you're playing the game and the stutter that results from it. Second time plus it does nothing and is no longer a problem since the cache is saved with this game (as long as the cache exists and isn't invalidated).
The r.PSOPrecaching is an automatic way that simply catches ones they weren't able to catch.
r.PSOPrecaching is only one tool in a toolbox. Yes, they do indeed need to try to do what they're doing.
https://youtu.be/XnhCt9SQ2Y0?t=478
WIP...