I can only suggest the everyone in this thread raises a ticket - I know it's not the answer, and I get that the lack of any response beyond "oh, OK then" is really not acceptable, but it's all I've got!
@ZOS_GinaBruno @ZOS_JessicaFolsom I'm usually a fan, but this is a poor, poor effort.
Edit: worth noting that a big part of the Murkmire patch was reversed out today - enchants and poisons proc-ing from DoTs - because the PVP community complained a lot on these forums. Essentially what years of playing this game has taught me is :-
1. It'll get fixed right now if it involves Crowns.
2. It'll get fixed soon if it involves PVP.
3. Anything else? There's a long list and you're lucky if you even get an acknowledgement!
https://www.youtube.com/watch?v=3SjJvo2UYag Heh I miss Jack Bauer really.Tick-tock....
Actually I have followed this thread: https://forums.elderscrollsonline.com/en/discussion/368986/mega-thread-eso-performance-tweaks-fps-improvements-stutter-free-graphics-tweakingBeen playing around with UserSettings file but nothing has helped so far.
Before Murkmire:
I was getting pretty much constant 60fps with a few dips (capped by V-sync i think) with most settings on high.
After Murkmire:
Getting around 20fps in towns and around 40-60 fps in open areas (No Vsync on) Medium/Low settings, shadows off.
Also seeing:
* More frequent invisible monsters.
* Have to click twice to enter password for login
* Spinning Camera after update, and after weekly update.
* Pixel filtering high. UI becomes blurry, but medium World is blurry but UI sharp.
* Extreme stuttering and FPS as low as 3-5 occasionally, seems like it's when areas are loading.
* Game getting even more laggy after a while so have to close and restart every now and then.
* Sometimes game just freezes/unresponsive, so I have to close and restart. (No Crash dialog)
Just did some more tweaks... and got my FPS bumped up quite a bit... UserSettings.txt
SET SIMPLE_SHADERS "1"
and deleted the files:
ShaderCache and PipelineCashe from the the ESO folder in Documents.
Before this I had about 23 fps in Artaeum Ceporah Tower, now it was up to 45-55. Helped for me, maybe it will help for others too. Didn't notice any significant difference in quality of the shaders.
Suspected it might be that the Vulkan didn't like the shaders so tried that setting. Seemed to help a bit, hopefully it would help for others too.
Just did some more tweaks... and got my FPS bumped up quite a bit... UserSettings.txt
SET SIMPLE_SHADERS "1"
and deleted the files:
ShaderCache and PipelineCashe from the the ESO folder in Documents.
Travelled and Tested a few other areas where my FPS been extremely low. SIMPLE_SHADER only seem to improve in some areas, but not that much in other. Rawl'kha was still terrible. around 35 fps. Maybe only a few FPS better with the tweak. Dungeons and indoor areas generally got a bit better, but cities were still quite low FPS.
Well... well... I think i tweaked it so it's quite playable now, but still not good enough... compared to pre Murkmire.
none of the tweaks in this thread worked for me. also please be careful with user tweaks, that gives ZOS less incentive to find an actual FIX if they see user tweaks being even somewhat successful. User tweaks is not a solution, don't encourage them or ZOS will consider the issue fixed without actually fixing anything.
Yes, that was one of settings that I have changed. I have also changed HIGH_RESOLUTION_SHADOWS to 0. Also people experiencing object/terrain loading issues may be interested in playing with MIP_LOAD_SKIP_LEVELS and setting it to something lower than 0 if they haven't done it yet.Just did some more tweaks... and got my FPS bumped up quite a bit... UserSettings.txt
SET SIMPLE_SHADERS "1"
and deleted the files:
ShaderCache and PipelineCashe from the the ESO folder in Documents.
Before this I had about 23 fps in Artaeum Ceporah Tower, now it was up to 45-55. Helped for me, maybe it will help for others too. Didn't notice any significant difference in quality of the shaders.
Suspected it might be that the Vulkan didn't like the shaders so tried that setting. Seemed to help a bit, hopefully it would help for others too.
@ZOS_AlexTardif . . .
No one will blame you for technical problems, but people will feel lost if it seems like their problems are being ignored. So keeping the community updated here would be a really big thing.
Thanks again
C.
ZOS_AlexTardif wrote: »which is something not available on Mac's (now-unsupported) OpenGL version
ZOS_AlexTardif wrote: »Hi everyone,
...
ZOS_AlexTardif wrote: »Hi everyone,
We’ve been actively working non-stop on the Mac performance issue with the new API. It's one of our highest priority tasks, but it's a complicated issue that requires a large amount of reworking / testing and we’ve had to fast track a lot of this work due to OpenGL no longer being supported by Apple.
As to why OpenGL isn't available as an option from here on out: we're introducing compute shader support for Mac devices through the new API, which is something not available on Mac's (now-unsupported) OpenGL version. This will allow us to use graphics hardware for things we couldn't before, like GPU particles.
We do sincerely understand your frustration with the performance problems you're experiencing, but know that we’re working on this until it is resolved. As soon as it's fixed, it will be pushed in an incremental patch.
ZOS_AlexTardif wrote: »Hi everyone,
We’ve been actively working non-stop on the Mac performance issue with the new API. It's one of our highest priority tasks, but it's a complicated issue that requires a large amount of reworking / testing and we’ve had to fast track a lot of this work due to OpenGL no longer being supported by Apple.
As to why OpenGL isn't available as an option from here on out: we're introducing compute shader support for Mac devices through the new API, which is something not available on Mac's (now-unsupported) OpenGL version. This will allow us to use graphics hardware for things we couldn't before, like GPU particles.
We do sincerely understand your frustration with the performance problems you're experiencing, but know that we’re working on this until it is resolved. As soon as it's fixed, it will be pushed in an incremental patch.
ZOS_AlexTardif wrote: »Hi everyone,
We’ve been actively working non-stop on the Mac performance issue with the new API. It's one of our highest priority tasks, but it's a complicated issue that requires a large amount of reworking / testing and we’ve had to fast track a lot of this work due to OpenGL no longer being supported by Apple.
As to why OpenGL isn't available as an option from here on out: we're introducing compute shader support for Mac devices through the new API, which is something not available on Mac's (now-unsupported) OpenGL version. This will allow us to use graphics hardware for things we couldn't before, like GPU particles.
We do sincerely understand your frustration with the performance problems you're experiencing, but know that we’re working on this until it is resolved. As soon as it's fixed, it will be pushed in an incremental patch.
nathan_bri wrote: »ZOS_AlexTardif wrote: »Hi everyone,
We’ve been actively working non-stop on the Mac performance issue with the new API. It's one of our highest priority tasks, but it's a complicated issue that requires a large amount of reworking / testing and we’ve had to fast track a lot of this work due to OpenGL no longer being supported by Apple.
As to why OpenGL isn't available as an option from here on out: we're introducing compute shader support for Mac devices through the new API, which is something not available on Mac's (now-unsupported) OpenGL version. This will allow us to use graphics hardware for things we couldn't before, like GPU particles.
We do sincerely understand your frustration with the performance problems you're experiencing, but know that we’re working on this until it is resolved. As soon as it's fixed, it will be pushed in an incremental patch.
Just because OpenGL has been deprecated in Mojave does not mean it no longer works properly. It still runs just fine. It’s just that no NEW development should be done using it. Legacy code—like that in ESO—should continue to work fine for the foreseeable future. This should give you plenty of time, perhaps a year or more if needed, to roll back your implementation to the prior one and give users the option to toggle between new and old.
kenjitamura wrote: »nathan_bri wrote: »ZOS_AlexTardif wrote: »Hi everyone,
We’ve been actively working non-stop on the Mac performance issue with the new API. It's one of our highest priority tasks, but it's a complicated issue that requires a large amount of reworking / testing and we’ve had to fast track a lot of this work due to OpenGL no longer being supported by Apple.
As to why OpenGL isn't available as an option from here on out: we're introducing compute shader support for Mac devices through the new API, which is something not available on Mac's (now-unsupported) OpenGL version. This will allow us to use graphics hardware for things we couldn't before, like GPU particles.
We do sincerely understand your frustration with the performance problems you're experiencing, but know that we’re working on this until it is resolved. As soon as it's fixed, it will be pushed in an incremental patch.
Just because OpenGL has been deprecated in Mojave does not mean it no longer works properly. It still runs just fine. It’s just that no NEW development should be done using it. Legacy code—like that in ESO—should continue to work fine for the foreseeable future. This should give you plenty of time, perhaps a year or more if needed, to roll back your implementation to the prior one and give users the option to toggle between new and old.
...
It's not always a user friendly approach. I was one of the people playing this game on Linux by using the Windows OpenGL implementation before they switched to DX11 and completely borked it for Linux. Linux users weren't the only ones left out in the cold however as they had a not insignificant user base that was either on unsupported hardware or using an older Windows version that didn't support DX11.
kenjitamura wrote: »nathan_bri wrote: »ZOS_AlexTardif wrote: »Hi everyone,
We’ve been actively working non-stop on the Mac performance issue with the new API. It's one of our highest priority tasks, but it's a complicated issue that requires a large amount of reworking / testing and we’ve had to fast track a lot of this work due to OpenGL no longer being supported by Apple.
As to why OpenGL isn't available as an option from here on out: we're introducing compute shader support for Mac devices through the new API, which is something not available on Mac's (now-unsupported) OpenGL version. This will allow us to use graphics hardware for things we couldn't before, like GPU particles.
We do sincerely understand your frustration with the performance problems you're experiencing, but know that we’re working on this until it is resolved. As soon as it's fixed, it will be pushed in an incremental patch.
Just because OpenGL has been deprecated in Mojave does not mean it no longer works properly. It still runs just fine. It’s just that no NEW development should be done using it. Legacy code—like that in ESO—should continue to work fine for the foreseeable future. This should give you plenty of time, perhaps a year or more if needed, to roll back your implementation to the prior one and give users the option to toggle between new and old.
...
It's not always a user friendly approach. I was one of the people playing this game on Linux by using the Windows OpenGL implementation before they switched to DX11 and completely borked it for Linux. Linux users weren't the only ones left out in the cold however as they had a not insignificant user base that was either on unsupported hardware or using an older Windows version that didn't support DX11.
This. Murkmire is a huge patch, and at one point ZOS needed to make the switch to the new renderer. What Alex wrote was that they are using new functions of Metal which they could not use before. So it seems that this switch, which was thrown at us just now, has been in the planning for quite some time. It is not like ZOS decided to change this within 10 days, because that is not possible. So, sticking with OpenGL at this point probably seemed like a bad idea.
Not talking to the community was the most urgent thing for us. They working on the fix is as urgent, and they said they do. So if the next step is some kind of reparation, that is another topic. Let's just hope they will tell us what is going on, and go from there.
Communication seems to be a huge problem here, and even if ZOS might not want to embarrass their partner Apple, they still need to understand that keeping people in the dark when there is a thread on fire like this is not a smart idea.
C.