Seems like Apple has put you in a tough place - I hope you've given them a piece of your mind (not that it does any good). For the most part, I'd rather have long initial load times than delays in-game. Any way to compile the shaders in parallel if multiple cores are available (cpu utilization was "only" at 100% during this time). As for moving from 10.9 to 10.11 - is ESO in a good place for this move now (meaning on live)?chris.dillman wrote: »@ZOS_GinaBruno
Im experiencing very long loading screens after login on and going to char select 5 minutes and more
Hi pronkg,
Long load times are due to the apple OpenGL shader compiler.
When we moved to OpenGL 4.1 we converted all the shaders to a new shader language GLSL.
It turns out that the Apple compiler is many times slower then the tech we used earlier.
The other issue is that the Mac ESO needs to recompile ALL The shaders every time the game starts up.
We can no longer cache them on disk in a compiled state.
ESO compiles 500+ shaders.
The shader compiler in OSX 10.9 is the slowest
The shader compiler in 10.10 and 10.11 is much faster. ( possibly x2 )
You could try upgrading to a new version of OS X.
In the mean time we are looking into ways to cut down on when we compile all the shaders.
Doing most of the standard shaders up from leads to LONG load times.
Doing all shaders on demand in the game leads to bad 20 second stutters when the shaders are first used, and that lead easy mobs being able to kill the player.
You can see the trade offs we have to deal with here.
We are trying to find some good middle ground.
If this is the case with other 10.9 users with better specs than me then I think its safe to say that 10.9 should be marked as no longer supported when this 64bit client drops for real.
ningauble_7b14_ESO wrote: »MacBook Pro 2015 13", Core i7+ Iris 6100 graphics, 8GB, OSX 10.11.3:
Probably has as much to do with Apple's/Intel's drivers, still disappointing that the performance gap between windows and os x clients hasn't changed on igp.
Does it look like in the screenshots I've posted on the first page of this thread? That's the wet ground shader when it's raining, and they know about this.Pangnirtung wrote: »There is texture shimmering everywhere at default settings.
KhajitFurTrader wrote: »Does it look like in the screenshots I've posted on the first page of this thread? That's the wet ground shader when it's raining, and they know about this.Pangnirtung wrote: »There is texture shimmering everywhere at default settings.
If not, could you please make a screenshot and post it here?
chris.dillman wrote: »@ZOS_GinaBruno
Im experiencing very long loading screens after login on and going to char select 5 minutes and more
Hi pronkg,
Long load times are due to the apple OpenGL shader compiler.
When we moved to OpenGL 4.1 we converted all the shaders to a new shader language GLSL.
It turns out that the Apple compiler is many times slower then the tech we used earlier.
The other issue is that the Mac ESO needs to recompile ALL The shaders every time the game starts up.
We can no longer cache them on disk in a compiled state.
ESO compiles 500+ shaders.
The shader compiler in OSX 10.9 is the slowest
The shader compiler in 10.10 and 10.11 is much faster. ( possibly x2 )
You could try upgrading to a new version of OS X.
In the mean time we are looking into ways to cut down on when we compile all the shaders.
Doing most of the standard shaders up from leads to LONG load times.
Doing all shaders on demand in the game leads to bad 20 second stutters when the shaders are first used, and that lead easy mobs being able to kill the player.
You can see the trade offs we have to deal with here.
We are trying to find some good middle ground.
Don't know about anyone else, but I have a 64x OS and I just updated the pts and logged in, but the processes are still listed as *32 in my taskmanager...
Don't know about anyone else, but I have a 64x OS and I just updated the pts and logged in, but the processes are still listed as *32 in my taskmanager...
If eso64.exe crashes with error code 0xc000007b, the Microsoft Visual C++ 2010 Redistributable Package (x64) is missing.
https://www.microsoft.com/en-us/download/details.aspx?id=14632