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Special K - "Kaldaien's Mod" Special☆K
ΟΜΑΔΑ STEAM
Special K - "Kaldaien's Mod" Special☆K
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Όλες οι συζητήσεις > Development > Λεπτομέρειες θέματος
Special K with Assassin's Creed Origins?
I tried to play the game but its pretty much unplayable. I see theres a mod for Odyssey but is there one for origins and how would I install it?
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Yes, just use the Odyssey DLL and it will apply to Origins as well because they're the same engine with the same problems.

Don't expect me to assist with future Ubisoft titles though. Since they're convinced my software is malware, they can sink their own ships in the future.
Αναρτήθηκε αρχικά από Kaldaien:
Yes, just use the Odyssey DLL and it will apply to Origins as well because they're the same engine with the same problems.

Don't expect me to assist with future Ubisoft titles though. Since they're convinced my software is malware, they can sink their own ships in the future.

Thanks for the quick reply, I got it to work but havent noticed any peformance increase, what are the optimal settings?
Chances are you are not CPU-limited then.

My work on the engine shared between AC:O and AC:O (lol), focuses entirely on excessive CPU/driver load due to resource management issues. Everyone should be experiencing resource manager inefficiencies, but depending on the GPU or your target framerate they may not be your biggest bottleneck.


If your target framerate is 30, you can pretty much forget about my mod... I can't do anything to improve that experience. The consoles are already tuned for 30 FPS and thus the resource manager works quite well at 30 FPS, it rapidly falls apart at 60+ FPS.

If your target resolution or graphical quality is causing performance issues, this also won't do anything for you. The best I can do for you if you're pushing your GPU too hard is tell you which settings to prioritize.
Αναρτήθηκε αρχικά από Kaldaien:
Chances are you are not CPU-limited then.

My work on the engine shared between AC:O and AC:O (lol), focuses entirely on excessive CPU/driver load due to resource management issues. Everyone should be experiencing resource manager inefficiencies, but depending on the GPU or your target framerate they may not be your biggest bottleneck.


If your target framerate is 30, you can pretty much forget about my mod... I can't do anything to improve that experience. The consoles are already tuned for 30 FPS and thus the resource manager works quite well at 30 FPS, it rapidly falls apart at 60+ FPS.

If your target resolution or graphical quality is causing performance issues, this also won't do anything for you. The best I can do for you if you're pushing your GPU too hard is tell you which settings to prioritize.

The graphics presets dont improve my frames at all, here are my specs;
CPU - i5-6500
GPU - GTX 1080
RAM - 1x8gb stick ddr4
I can only get 30~ fps in cities.
Quad core CPU limit I guess, it has good clock speeds but it's limited by 4 cores and no hyper threading support either. (Intel keeping that for the i7 series mostly unless it's changed recently.)

Not much is going to help in the cities, your own CPU is far newer and more efficient than my own so it's helping there but then for NVIDIA GPU's you're hit with the deferred context render threads that the game creates (8 of them.) and these add to the existing CPU bottleneck which if you open the task manager or if you use the CPU widget in SpecialK you should be able to see core0 at near 99% - 100% load and the others probably close to that as well varying a bit depending on what they're processing. :)

The game does not scale down effectively, rebalancing (The slider timer value.) helps but only so much with how hard the game is hitting the CPU and how bottlenecked everything outside of a eight core processor is particularly the bigger cities.
(6 cores here, Athens will drop to 40 or lower though any bigger city hub will see a drop but not as bad as that one and for Origins you had Thebes and Alexandria as the major framerate dropping areas.)

EDIT: Also I'm no expert on this field but the single channel DDR4 RAM might be a limit too, dual and triple channel help although timings and speeds will vary with how these are used and also depending on motherboard the configuration or memory layout will differ a bit for which channel type you are going for or how to say.
(The manual should have a graph showing how the memory slots are linked.)

Can't exactly say how much it's affecting performance in this game though, RAM amount itself isn't a issue with how conservative the game is on usage and it's DDR4 so that means 2400Mhz+ which is also a nice improvement over DDR3 :)


Main thing with the game is it's CPU and multi-threading and how it does not scale down. You get a primary thread and then worker threads for each core and then audio and a few other threads (The CPU widget can show this better than my explanation.) together with NVIDIA's threading and the deferred render contexts adding 8 more and then there's the same thing as Origins where the WMI thread for Windows is also taking a fair bit of CPU activity for well I am not entirely sure what Ubisoft is doing there.
(The new version seems to be able to help out a bit with that but how much it's going to help overall performance will vary.)
Τελευταία επεξεργασία από JBeckman; 30 Οκτ 2018, 5:18
Αναρτήθηκε αρχικά από JBeckman:
Quad core CPU limit I guess, it has good clock speeds but it's limited by 4 cores and no hyper threading support either. (Intel keeping that for the i7 series mostly unless it's changed recently.)

Not much is going to help in the cities, your own CPU is far newer and more efficient than my own so it's helping there but then for NVIDIA GPU's you're hit with the deferred context render threads that the game creates (8 of them.) and these add to the existing CPU bottleneck which if you open the task manager or if you use the CPU widget in SpecialK you should be able to see core0 at near 99% - 100% load and the others probably close to that as well varying a bit depending on what they're processing. :)

The game does not scale down effectively, rebalancing (The slider timer value.) helps but only so much with how hard the game is hitting the CPU and how bottlenecked everything outside of a eight core processor is particularly the bigger cities.
(6 cores here, Athens will drop to 40 or lower though any bigger city hub will see a drop but not as bad as that one and for Origins you had Thebes and Alexandria as the major framerate dropping areas.)

EDIT: Also I'm no expert on this field but the single channel DDR4 RAM might be a limit too, dual and triple channel help although timings and speeds will vary with how these are used and also depending on motherboard the configuration or memory layout will differ a bit for which channel type you are going for or how to say.
(The manual should have a graph showing how the memory slots are linked.)

Can't exactly say how much it's affecting performance in this game though, RAM amount itself isn't a issue with how conservative the game is on usage and it's DDR4 so that means 2400Mhz+ which is also a nice improvement over DDR3 :)

Quite disappointing Ubisoft had to fuck up this game as it seems fun, guess I'll have to pass on it, thanks for the help :)
Αναρτήθηκε αρχικά από joushoo:
Αναρτήθηκε αρχικά από Kaldaien:
Chances are you are not CPU-limited then.

My work on the engine shared between AC:O and AC:O (lol), focuses entirely on excessive CPU/driver load due to resource management issues. Everyone should be experiencing resource manager inefficiencies, but depending on the GPU or your target framerate they may not be your biggest bottleneck.


If your target framerate is 30, you can pretty much forget about my mod... I can't do anything to improve that experience. The consoles are already tuned for 30 FPS and thus the resource manager works quite well at 30 FPS, it rapidly falls apart at 60+ FPS.

If your target resolution or graphical quality is causing performance issues, this also won't do anything for you. The best I can do for you if you're pushing your GPU too hard is tell you which settings to prioritize.

The graphics presets dont improve my frames at all, here are my specs;
CPU - i5-6500
GPU - GTX 1080
RAM - 1x8gb stick ddr4
I can only get 30~ fps in cities.
You need more DRAM than that. Any CPU should be capable of running dual-channel, and you shouldn't be using a single memory module.

Also, an i5 6500 hates this game engine.

I can't perform miracles unfortunately, this engine is designed with the consoles in mind (8 core). It didn't run acceptably on my i7 3820 (quad-channel, 40 PCIe lane beast) so I upgraded to a Ryzen 7 2700x (dual-channel, fewer PCIe lanes, but 2x as many cores) and that made a world of difference in Origins.

----

If you are ever in the market to actually upgrade your CPU, I really cannot say enough good things about Ryzen.

I've never been a fan of AMD CPUs, ever, but they did something really special with Ryzen. I now have a CPU that blasts through code compile and plays current-gen games and will only get better as games correctly use more and more threads.
Τελευταία επεξεργασία από Kaldaien; 30 Οκτ 2018, 5:28
Although my own knowledge and understanding was pretty terrible to begin with, initially I saw Origins and Odyssey here as something of a step to what next-gen game engines and games would be akin to with well threaded incredible effective and efficient workloads and optimizations...

Only that's kinda all thrown out now with the recent info Kaldaien has provided (Until the thread went away unfortunately as it had a lot of good info.) so the PC version seems geared for DirectX 12 and it's many advantages but in the interest of not going Win10 exclusive or doing a double API workload it's using DirectX 11.1 exclusively and runs into some problems as a result.

Using more cores isn't inherently bad either but scaling is not that friendly to anything other than 8 actual physical cores and up but it has a real issue with quad cores and even hexa cores in turn which overclocking or even newer higher base clock CPU models and more effective single thread performance just can't overcome. :)

It's doubtful Ubisoft is going to do much about it too, it's almost the same as Origins and if the next game is pushing for the new consoles if they get unveiled in 2019 and the game is on schedule for 2020 (Overlapping workload and multiple studios so it should be well in pre-production by now at least.) then yeah it's probably going to be a even higher hardware demand for the next one.


So they'll fix game issues and maybe some lighter optimization work but I would not have too much of a expectation on low-level API support or similar although it sounds like that's exactly what the game would need.
(DirectX 12 looking like that's what the game engine is geared for and has limited traces of in the PC port but that would also limit it to Win10 and that's still only a small part of the overall PC platform user base.)

Vulkan would be a possibility but would require some additional work to update the engine for even if the two API's share a lot of similarities.


Title update #5 should be in beta now too so I guess we'll have some more info on what the next actual patch will bring soon.


EDIT: Huh that write up took a while it seems, well it's nothing too important in this second post but yeah the game engine is basically bottlenecked by a number of causes and decisions with the port from how it sounds like so it has really high hardware requirements as a result.
(You have the CPU and cores, GPU and all the drawcalls and crunching and then memory and video memory and how the game tries to conserve usage of these and on top of all of this we then get SSD and HDD and how variable speeds for how much is loaded also affects the game engine detrimentally especially at higher framerates.)
Τελευταία επεξεργασία από JBeckman; 30 Οκτ 2018, 5:31
Quite disappointing Ubisoft had to fuck up this game as it seems fun, guess I'll have to pass on it, thanks for the help :)

Yeah unfortunately, the game just demands so much from the hardware so it's hard to overcome that by any other means. :)

The cities in particular will do a number even on the newest AMD and Intel CPU's even with octa core processors since there's also issues with draw calls and how much data and processing the game engine is doing per frame and at 60+ FPS it sounds like the game is running into a number of other problems as well with sending data when it's geared to a 30 FPS 30ms pacing.

EDIT: Well from what I've been puzzling together after reading reports and other users experiences and benchmarks with the game.
Τελευταία επεξεργασία από JBeckman; 30 Οκτ 2018, 5:32
@Kaldaien

Hello dear! First of all thanks for your support and efforts to bring us the best experience instead of game devs (LOL) :steamhappy:

*********************************************************************************************************
I want to bring to your attention that i already installed your mod and faced the issue like none of the buttons are working in game

I attached *LOG files in the link below/ Pls check it out :)

https://www45.zippyshare.com/v/H9Cmx4yX/file.html
(mirror) https://dropmefiles.com/V60Tg
That is probably caused by the same third-party software that is doing this:

11/01/2018 19:49:36.331: [DX11TexMgr] Potentially cacheable texture (9b4f8791) is not correctly reference counted; opting out! 11/01/2018 19:49:36.331: [DX11TexMgr] Potentially cacheable texture (99d6f8da) is not correctly reference counted; opting out! 11/01/2018 19:49:36.331: [DX11TexMgr] Potentially cacheable texture (ac638dd0) is not correctly reference counted; opting out!

You're going to want to disable all overlays and what not until you find the culprit. As it stands, that software is causing D3D11 memory leaks. My money is on the uPlay overlay, it has been known to leak memory like this in the past.
Τελευταία επεξεργασία από Kaldaien; 2 Νοε 2018, 13:59
@Kaldaien

Thank you for quick response.

I have some questions....
How to track down which app is making an issue?
What to do if Uplay.exe is causing the problem? (obviously i can not play without Uplay :))

(!) BTW ingame interface is disabled (shift+F2)
Τελευταία επεξεργασία από amigo091; 3 Νοε 2018, 9:54
For the overlay memory leak that has to be disabled from the UPlay client itself if that's interfering, doing that however well Ubisoft tied the orichalcum resource and in-game store together with some server side checks so if you disable the UPlay overlay that all goes away just so you know. :)

Rivatuner Statistics Server which recently came out of beta ran into the memory leak issue and compatibility problems too and was updated to work around them so it seems like it can be done although the UPlay client has also been updated twice now since that change so while it's not listed Ubisoft might have fixed it silently already though if Kaldaien is going by more recent info then it's still there and could be a problem.


Third party programs well modules.log is what would list all running processes so that can help tracking it down but it might be a bit of a trial and error shutting down these one by one until you find what is causing the problem.

And for NVIDIA GPU's and their drivers GeForce Experience and Ansel has been a bit problematic at times although I do not know if that's still the case or if they work better now with SpecialK.

Ansel has a exe file you can run to disable it since the game itself doesn't utilize it but the driver or software is still trying to load into running programs. Experience well I think you just need to shut that off for it to no longer be a problem.


Might be just the overlay though. I haven't noticed any problems myself other than the crash reporter catching something on exit but that's harmless and caused by something with the threading the game is doing (As I recall from one of Kaldaien's earlier posts on that.) but it shouldn't be a problem for when the game is running. :)
(It's just a thing on exit as it unloads and destroys these threads.)


EDIT: The Steam client overlay should be fine though, there should be no need to disable that.
Τελευταία επεξεργασία από JBeckman; 3 Νοε 2018, 10:35
Hi again :)

I am talking about AC Origins not about Odyssey.
FYI: Everything is turned off (Uplay overlay, Nvidia Ansel (through Nvidia Inspector) and steam not launched.
Τελευταία επεξεργασία από amigo091; 4 Νοε 2018, 12:23
Well it's not the UPlay overlay then that can be crossed off at least as the responsible software if it's disabled.

Hmm someone with a NVIDIA GPU would have to give a answer for if removing the flag for the profile is enough for Ansel in these newer drivers or if it has to be off globally since it's insistence to load into any running programs even those lacking the Ansel support might not respect profile settings.


But input breaking no if that was a issue it would likely cause a crash not conflict with the buttons not responding at all as a result.

I want to bring to your attention that i already installed your mod and faced the issue like none of the buttons are working in game

Wonder what would be responsible for that getting locked like that and it's the UPlay version then and that means the Steam client can't interfere at all. :)

[Steam.Log]
Silent=true

That can also be set in the SpecialK config file (DXGI.ini) to completely turn off Steam related functionality then but since the client isn't running and the game isn't using the Steam API that shouldn't have a effect since nothing from Steam gets initialized.


Time to look at the log files again then and see if I can find anything else, it's not a overlay issue since that's disabled, it's likely not a driver or driver software compatibility problem and something is holding up input to the game after starting it but what could be causing that.
Τελευταία επεξεργασία από JBeckman; 5 Νοε 2018, 0:49
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