I have tried this. I suppose this in the end in your case was about letting game to decide what are an optimal settings for you. Sadly in my case game recreated both caches and decided thet i should not go for medium settings and instead everything should be on high. Works for me really but still FPS is somewhere between 10 and 20 in Daggerfall city.GOT A SOLUTION:
1) Go to your Elder Scrolls Online folder
2) Rename the "live" subfolder to "live_old" to make a backup
3) Start game
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You will lose your settings like that. Copy the files you need back into the newly generated "live" folder from your "live_old" folder. Be careful, this might lead back to slow FPS because one of those files seems to be the culprit.
alterfenixeb17_ESO wrote: »I have tried this. I suppose this in the end in your case was about letting game to decide what are an optimal settings for you. Sadly in my case game recreated both caches and decided thet i should not go for medium settings and instead everything should be on high. Works for me really but still FPS is somewhere between 10 and 20 in Daggerfall city.GOT A SOLUTION:
1) Go to your Elder Scrolls Online folder
2) Rename the "live" subfolder to "live_old" to make a backup
3) Start game
---
You will lose your settings like that. Copy the files you need back into the newly generated "live" folder from your "live_old" folder. Be careful, this might lead back to slow FPS because one of those files seems to be the culprit.
sean.plackerb14_ESO wrote: »I don't have a Mac but I'm sorry you guys are having to deal with this. That stinks. I came to the forums because I was curious after reading the patch notes if you guys noticed a perf increase.
I do find it quite interesting they went with using Vulkan combined with MoltenVK which translates Vulkan to Metal API calls (and is open source and free under the Apache License) instead of just using Metal alone. Makes me think/wonder if we are gonna get a Vulkan renderer on the Windows client anytime soon. That's the only reason I can see for them using MoltenVK. Lets them have one Vulkan renderer for PC and Mac with the MoltenVK wrapper on Mac translating to Metal API calls. Instead of one DX 11 one DX 12 renderer on Windows and a Metal renderer for Mac.
For those wondering if Metal is just a bad API or MoltenVK is at fault its not. Metal is used in a handful of mac ports of AAA games (Deus EX Mankind Divided, Rise of the tomb raider, Fortnite, World of Warcraft etc) and have no performance issues. As for MoltenVK Valve uses it for Dota 2 on Mac and saw a significant increase in performance compared to OpenGL. This issue with ESO is just a nasty bug that needs to be fixed.
It seems that Mac support isn't high on ZOS agenda, perhaps not enough of us?
Very disappointing.
mistermacintosh wrote: »Just glad I'm not the only one experiencing the fps loss. Was about to lose my mind. I guess this explains why customer support hasn't come back with anything yet regarding my ticket...
Also, in case anyone was thinking this was a Mojave issue, I didn't update to Mojave until after the nerfmire patch and frames were just as poor on High Sierra (late 2016 MacBook pro).
I remember watching "The making of Oblivion" and there was a guy who would play EVERYTHING in game, in several different ways to check for weird things and bugs...
I wonder if ZOS has someone or a team like that? Who actually plays the game for hours and hours and hours attacking it from several different angles to see if there are any bugs. Would seem like a fun and needed job!!
I remember that however it was more about testing the actual content rather than technology. And to be honest when Oblivion came out I remember that on my old GF FX5700 Ultra and Radeon X850 XT (both one of the fastest GPUs when Oblivion came out) were struggling for performance due to bugs. Content wise Oblivion was a lot of fun but really performance was just bad back then when it got released.I remember watching "The making of Oblivion" and there was a guy who would play EVERYTHING in game, in several different ways to check for weird things and bugs...
I wonder if ZOS has someone or a team like that? Who actually plays the game for hours and hours and hours attacking it from several different angles to see if there are any bugs. Would seem like a fun and needed job!!
it seems to be a Metal issue. Which if its the case, is up to Apple to fix, and there will be nothing ZOS can do about it. So hopefully that's not the case, but that was the only major change for the Mac version was the switch to Metal from OpenGL.
so we may be *** out of luck.
Just as a point of reference, here is the performance difference of Dota 2 in going from OpenGL to Vulkan (using MoltenVK) on macOS:
From:https://arstechnica.com/gadgets/2018/02/vulkan-is-coming-to-macos-ios-but-no-thanks-to-apple/
kenjitamura wrote: »They changed the renderer (from patch notes):
We have switched the Mac renderer from OpenGL to MoltenVK (Metal) to support the upcoming release of the upcoming MacOS Mojave.
So either Metal is garbage, the ZOS devs used it poorly, or the current MacOS implementation of it is garbage.
MoltenVK is a translation layer. Graphics API's have commands that are meant for the operating systems drivers to receive and interpret then compiled into machine code sent directly to the hardware. Because Apple doesn't support Vulkan those commands meant for Vulkan are going through an extra step to be turned into the command equivalent for Metal so that MacOS can interface with the Vulkan language. It requires the system to work a little harder and reduces FPS a little more than if they had just used a pure Metal implementation. But if done right the impact should really only be about a 10% reduction in FPS over using pure Metal. There's most likely a bug in their code which could either be present in their Vulkan code or in the MoltenVK implementation which means they might have to reach out to Khronos to help fix it.Personally, I'd like to see them ditch cross-platform APIs and upgrade the renderer to DX12. That would probably solve a lot of performance problems related to poor multi-threading for the vast majority of their player base.
Bethesda has partnered with AMD and are making a push to convert most of their games to Vulkan which is probably why ZOS has chosen to use Vulkan instead of having to hire two sets of developers with one trained for Metal and the other trained for DX12.
Vulkan is as good as DX12 when it comes to performance and multi-threading as they are both very low level languages with equivalent feature sets. With that being the case the only real questions the developer needs to ask when deciding between the two are
1. Will it be easier to obtain/reuse developers trained to port to Vulkan or DX12?
2. If the developers are supporting different platforms how much of the code can be reused to save time/money when using DX12 or Vulkan?
As ZOS works with Bethesda they should have a decent ability to draw from their pre-existing Vulkan porting developer pool and since Vulkan can be used on MacOS, albeit with some hacking, it means there is a much greater amount of code that can be shared between the two different platforms rendering paths.
lol so you're saying that no matter what, mac players are going to experience a performance loss with the switch as opposed to our performance using OpenGL. that's terrible. new tech should not make things worse.
ZOS_GinaBruno wrote: »Thanks all, we're aware and working on making some improvements for an incremental patch.
If it takes too long to make a new client, give us back the old one.
OpenGL works in Mojave, it is the latest OS that support OpenGL.
Zeni has 11 Months before the next macOS will released with no OpenGL Support.
mistermacintosh wrote: »Just glad I'm not the only one experiencing the fps loss. Was about to lose my mind. I guess this explains why customer support hasn't come back with anything yet regarding my ticket...
Also, in case anyone was thinking this was a Mojave issue, I didn't update to Mojave until after the nerfmire patch and frames were just as poor on High Sierra (late 2016 MacBook pro).
it seems to be a Metal issue. Which if its the case, is up to Apple to fix, and there will be nothing ZOS can do about it. So hopefully that's not the case, but that was the only major change for the Mac version was the switch to Metal from OpenGL.
so we may be *** out of luck.