@ZOS_AlexTardifZOS_AlexTardif wrote: »The system itself has been completely rewritten and thoroughly vetted
sirinsidiator wrote: »Hi @ZOS_AlexTardif, thanks for your answer.
I would like to see ESO utilizing my GPU/CPU/memory to its fullest, but this has never happened until now.
The particle effect limit makes sense, but there might always be a situation where the cap could be reached, so shouldn't there be a reserved quota for player effects for these situations?
Another idea that could help with these problems - until you have a proper fix - is a slash command like /reloadui, just for the graphics. That way I could get my frame rate back and remove the stuck particle effects without having to restart the whole game.
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@ZOS_AlexTardifZOS_AlexTardif wrote: »The system itself has been completely rewritten and thoroughly vetted
May i suggest you guys re-evaluate your "vetting" process.
FPS issues are consistently getting worse with every patch ...
sirinsidiator wrote: »I don't know if it is of any use to you, but if you want I can record and send you some xperf traces.
ZOS_AlexTardif wrote: »sirinsidiator wrote: »Hi @ZOS_AlexTardif, thanks for your answer.
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Until Thieves Guild came out (with the 64-bit client and DirectX-11 requirement), we had to be able to run on much lower minimum spec machines. Now that our requirements are higher, we'll be able to do more. This includes a lot of hardware features that only DX11 allows, which will both improve visuals and increase framerate.
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Completely Agree! If communication was always this way, these forums would not be toxic. The "Positive Thread" would become every thread. I really appreciate this ZOS dev going out of his way to help. #PraiseAlexTardifI am legitimately impressed with Zenimax's feedback in this thread.
If we could create more straightforward communication between players and game devs, similar to this, ESO:TU could have limitless potential.
Hats off to Mr. Tardif.
bravo!
encore!
Doncellius wrote: »@ZOS_AlexTardif PS4 player here! I want to let you know that the Thieves Guild Base Game Patch has caused FPS on consoles to take a hit as well during fights, especially when intensive. It even becomes noticeable when inside of group dungeons fighting or sprinting/using Bolt Escape. I'd estimate the FPS drops from the goal of 30 to the 20's range but can't tell since I'm on console. These FPS drops can also happen when I first start the game, and are not a result of some sort of memory leak over a long period of time.
Particle effects and ability visuals showing up has been a new detail I have noticed with this patch. Before, visual spell effects would disappear especially during PvP in order to help the performance stay as steady as possible. Now I can see everything going on but FPS is taking a very noticeable hit.
I have a video of myself in Veteran City of Ash which very clearly showcases this FPS issue if it helps.
zerosingularity wrote: »I for one am genuinely interested in these features and changes, and would love to hear about them as they relate to ESO. I am sure others would be as well, and it might make a neat segment on a future ESO live or a dev blog or something.
ZOS_AlexTardif wrote: »Hi again everyone!
Our first attempt at fixing the permanent FPS drop will be in Monday's incremental patch (for PC). We believe there's more to this particular issue than what we discovered on the surface, so we're continuing to dive deeper into a number of systems to find any other potential root causes, as well as giving a hard look at certain systems that we know can perform better in general. We've also added some internal metrics so that we can better monitor issues like this one in the future before they go to Live.
After you guys get the patch, we'd love to know if it has improved or resolved the permanent FPS drop. We'll be checking this thread for any updates/information, and will be in Cyrodiil as well to see the effect of the changes. This is best tested by going into Cyrodiil and watching your Task Manager performance for one core maxing out constantly and never going back down, even after fights have completed. We still expect uneven distribution across cores with some doing more work than others (which is what we're working on now), but we're expecting improvement (or resolution) to the permanent drop.
ZOS_AlexTardif wrote: »After you guys get the patch, we'd love to know if it has improved or resolved the permanent FPS drop. We'll be checking this thread for any updates/information, and will be in Cyrodiil as well to see the effect of the changes. This is best tested by going into Cyrodiil and watching your Task Manager performance for one core maxing out constantly and never going back down, even after fights have completed. We still expect uneven distribution across cores with some doing more work than others (which is what we're working on now), but we're expecting improvement (or resolution) to the permanent drop.