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回報翻譯問題
45fps max for me
prefer 25-35.
Some devs still think that polycount does matter (overrate the problem) while they forget about alpha overdraw (underrate the problem), that's just 1 example.
Another problem I see ppl make too many materials instead of material instances, i'ts more a UE4 mistake than Unity or Source.
Having too many unique textures instead of blending tiled textures in smart way in a shader.
And then use your witcher senses, seriously hurts the fps.
game is running at max. ultra everything. every setting turned on except AA which it doesn't need at 4k since there are no jaggies in the image. The thing is the game has been so optimised since release you could literally run the game at 5k downsampled and it will still run over 60fps.
The Optimization is almost perfect (check minimum recommendation) for such graphic during it times.
I think optimization doesnt cost much.
The main issues lies on engine complexity.
Well if we're talking about hiring more people to optimize the game then we might as well talking about cost and budget.
On some occasion there might be no other way to optimize the game to complexity itself.
You are doing something wrong? Probably your graphics card isn't driving it at a smooth flow and causing drops (stuttering / tearing). Like in an explosion, the frames drop, then return back up. Your brain is picking up on that.
https://www.youtube.com/watch?v=oT8f_1oRsLU
The human eye doesn't actually see in FPS, rather it notices the animation edge movement and stutter/flickering between the frames. That's why monitors have a backlight, to reduce the flicker across.
You can happily watch a movie on tv at 24 FPS. Because it's a solid flow.
Yet when image quality goes up, the edges become more noticed, therefore higher FPS is required to keep that smooth flow.
The human brain is smart enough to fill in missing gaps, yet gets frustrated and annoyed in doing so. They call this "Movie magic" at low FPS (kept at a smooth rate), as it gets to a point where the brain just imagines how it should look. However, really that is what is stressing out the brain.
Getting up to 60 FPS+ (kept at a smooth rate), the brain should be less stressed and more relaxed in viewing. Some people on 120 FPS+ won't go back.
Consider it like wearing glasses. Your eyes adjust with time and consider it the norm. Wear glasses, suddenly it looks better. Remove the glasses and your norm has changed, therefore you consider it a lot worst. As your brain now has a comparison.
It looks great, but if you start paying attention to the way environments and objects are lit, all the lack of Global Illumination and contrast starts to stand out like a sore thumb. It's also visually very noisy.
The foliage is amazing though.
Anyway, The Witcher 3 really isn't that demanding honestly. I've seen far worse.
I have extremely light sensitive eyes, to the point where I can see in the dark extremely well.
Each frame of light sticks to my eyes longer than normal, so I need fewer frames to be able to process the image. Too many frames hurts my eyes and gives me a headache.
And of course we all want steady framerates. Uneven framerates suck for everyone.
- Different companies have different priorities. Some companies give a ♥♥♥♥ about optimizing, some don't. It's a time-consuming chore. And even for the companies that do care, there's only a certain amount of production time & budget devoted to bug-fixing and optimization; exceeding either drags the publisher into the discussion. Deadlines and due dates are a publisher's top priority.
I suspect when Witcher 3 was released, CDPR knew it was going to become a "benchmark game," regardless of how successful it was otherwise, so it received some extra polishing.