ESO out dated on release

blimsta
blimsta
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This game was always doomed right from the get-go. The software and hardware support is so old it would have been better off running dx9.

Why do I say that? well I guess what you should be asking your self is what do you know about technology!?!

We are in a transition stage at the moment and most people don't even know what API with be the next used in PC's or consoles. Dx12 isn't even all its cracked up to be and any pc enthusiast would tell you win 10 is worse than 8.1 with open shell and win7 takes the cake. So while Dx12 only runs of 10 is that really what people want and thats not even the real reason why developers or gaming wouldn't want to use it. It's not even this super low lvl API most think it is. AMD are lookng into opening up the GPU to a whole new lvl that just makes Dx12 looked dated.

So I conclude any games released current day is just not doing to survive any long term performance gains that we have in store for us. These games will die out so fast you will not bother to look back. Current gaming is so stale and lacks anything worth caring for and is why most big titles are just milking it dry.

This is why I no longer care about the lack of creative worth wile games out today. Better things look forward to. So much interesting technology sorftware and hardware
  • vyndral13preub18_ESO
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    I agree. It would be best for everyone if no one made games anymore.
  • Acid_Glow
    Acid_Glow
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    A little depressing.....

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  • KochDerDamonen
    KochDerDamonen
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    inb4 born in the wrong generation
    If you quote someone, and intend for them to see what you have said, be sure to Mention them with @[insert name].
  • Smasherx74
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    I wish I could play PVP with a computer above recommended specs. Guess that day will never come.
    Master Debater
  • blimsta
    blimsta
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    YautjaLanu wrote: »
    A little depressing.....

    No not at all. If anything things are going to become so much better. The soon Directx is put in the bin the better.
    we have some good thing ahead.

    Whats depressing for me is playing games that are of such a substandard.

    We all came here looking for the next big mmo but the truth is, isn't not here yet.
  • Rohamad_Ali
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    This is what happens when developers try to build their own engine from a pre existing . This will really become noticeable as new games in 2017 start taking advantage of the new unreal engine . Just looked through some of the highlights and full wind simulators , hair , cloth are just amazing to witness .
  • SaibotLiu
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    You said the game is still in beta anyways. Make this thread when they actually release something.
  • CapnPhoton
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    On the other side, there are those of us that think as much about the quality of content as the graphics, and think that just because its not using the best of this and that technology-wise it still works and is fun to play.

    If you have the need to have the best and newest tech the moment it comes out, you are either very rich or very broke.
    Xbox One NA Aldmeri Dominion
  • leothedino
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    blimsta wrote: »
    This game was always doomed right from the get-go.

    Isn't every game? You really don't have to continue playing, especially if the shelf life of this game concerns you.
  • Lava_Croft
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    The only barrier between ZOS and a rewritten renderer is made up of their priorities.
  • Integral1900
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    To the title of the thread.... Cobblers :D

    Stats on steam and console show slow but steady upward growth, just the kind you want. The don't give total numbers but neither does wow anymore >:) First rule of games, big growth means big falls, slow and steady is best.

    Do other games look better, yes some do, I fell in love with the new doom until I realised it was just the same little pattern playing over and over. Trap, trigger, lock-in, fight, leave repeat..... boooooorrrrrriiiiiiiinnnnnngggg. Eso like all games is built of patterns but it has never become dull, it's never felt like I was in a shoebox.

    I played nearly two thousand hours of skyrim but now I can't go back as the system here feels so much better. If you don't like it here find another game world but just because you don't love it does not mean it's doomed. I love it, eso is a game I can get lost in, it feels like a living world I can care about in a way the few games ever have.

    There is a whole batch of new games out this year, all flashy and promising the earth, I really don't care. I have this imperfect masterpiece and it's just fine for me :)
  • Rohamad_Ali
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    The game is no where near doomed . If graphics were the deciding factor WOW would of died a long time ago . Brand loyalty , expanding content and keeping things addicting are the other factors to MMO survival . People won't run over to a new better graphic game if they feel attached to the current . Zeni is new to the gaming world and slow but they do realize enough of this to keep the base game running . I have serious doubts about the PvP aspects here . That is the toughest community to retain in all games .
  • JD2013
    JD2013
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    tenor.gif
    Sweetrolls for all!

    Christophe Mottierre - Breton Templar with his own whole darn estate! Templar Houses are so 2015. EU DC

    PC Beta Tester January 2014

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    Crafting bag OP! ZOS nerf pls!
  • Darethran
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    Woah now, I'm not sure you understand the importance of Mantle/Vulkan/Direct3D 12.

    In the traditional, driver-oriented APIs (Direct3D 11 and older), the driver is performing insane amounts of validation, error checking and correction. As a result, when a draw call is issued by the 3D application's renderer, it takes up a large amount of CPU time.

    For example, in Direct3D 9, your framerates will suffer extremely once you go past 3.5k draw calls on an AMD CPU (sub 30fps), or past 10k draw calls on an Intel CPU (again, sub 30fps). On Direct3D 11, just double the number of draw calls for the best possible scenario.

    For those that don't know, each individual object in a game, whether it be a single plant, a character's hair, a ring, a boulder, or a house, will issue around 4 or 5 draw calls minimum. The more lights and shadows upon an object, and that the object is casting, the draw calls will increase 1:1; five lights on an object? Five more draw calls, at least. Five shadows on an object? Five more draw calls, at least.

    And with models that have multiple textures, the draw calls will rise exponentially. Seven draw calls that would be issued on an object that only has one set of diffuse, normal and specular maps? Well this one has two sets, so that's 14 draw calls. Three sets of textures? That's 21 draw calls. Etc. etc. The solution to that conundrum is to use texture atlases, but these gobble up vRAM, overburdens the GPU due to all the extra shader instructions required for anisotropic filtering being used on the large (often >8192x8192 in size) textures, use up large amounts of drive space, as well as being a pain in the ass for the artists to create.

    There is little that can be done to alleviate this bottleneck on said APIs. There are two solutions, when looking solely at the issue of draw call performance. One, is to create an API that allows for parallel issuing and validation of draw calls. This is what AMD demonstrated a short while before DICE collaborated with AMD to bring this to the consumer space; an embarrassingly parallel graphics API.

    However, this still has the limit of several thousand draw calls being issued per core. Same CPU performance hit, but with four cores (i.e, four CPUs) handling draw calls. In other words, if we take D3D9's 3.5k draw call ceiling and chuck in parallel submission, we would ideally get 14k draw calls on a quad core CPU.

    That's still exceedingly paltry. Compare Oblivion to Fallout 4; Fallout 4 is issuing many more draw calls, and has a moderately higher object density, but it's still using the exact same 5x5 active game area system (ugrids), as well as using the same LOD system. Why? Because even with Direct3D 11's more efficient draw calls, it's nowhere near enough to accommodate moderate-long draw distances.

    So what must be done? Exactly what Mantle, Direct3D 12 and Vulkan are; parallel draw call submissions, with the graphics driver being a fairly "raw" interface between the game and graphics card. So rather than having to perform fail-safe, catch-all, better-safe-than-sorry, we-don't-know-what-will-happen-so-we'll-play-it-safe, CPU-crunching error checking, have the engine programmers perform the necessary error checking and such.

    Whilst that sounds scary to the ignorant, that's because there's a lack of perspective. A good way to look at it, is the difference between, say, Lua and C++. Lua is a scripting language that is absolutely not what a realtime program (e.g, Skyrim, 3DS Max, Photoshop, Cubase, etc.) should be made with; it's exceedingly wasteful on the CPU. The upside? Extremely easy to get a handle on, and will take care of a large amount of error checking (memory leaks and threads, mainly).

    But if you want to have a realtime application that won't have a framerate running the low twenties on the most beefy of consumer hardware available, you will need to use C++; at the cost of having to do error checking and fail-safes manually, the performance of your program will perform magnitudes faster.

    That's the difference between Direct3D11 and these newer APIs; more manual renderer code, in order to gain magnitudes more performance.

    If we were to compare the most intensive match on Trueflame, with a Direct3D 11 renderer and a Vulkan renderer, you would find that a venerable old Phenom, like yours truly has, will be thrust into the low teens. On Vulkan? I'd be surprised if the framerate wasn't hitting close to 50, if not 60.
    Edited by Darethran on November 13, 2016 5:26PM
    In Scotland | @Darethran

    [EU] Ervona Saranith (EP) - Lvl 50 CP >560 - Dunmer Healer
  • jedtb16_ESO
    jedtb16_ESO
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    blimsta wrote: »
    This game was always doomed right from the get-go. The software and hardware support is so old it would have been better off running dx9.

    Why do I say that? well I guess what you should be asking your self is what do you know about technology!?!

    We are in a transition stage at the moment and most people don't even know what API with be the next used in PC's or consoles. Dx12 isn't even all its cracked up to be and any pc enthusiast would tell you win 10 is worse than 8.1 with open shell and win7 takes the cake. So while Dx12 only runs of 10 is that really what people want and thats not even the real reason why developers or gaming wouldn't want to use it. It's not even this super low lvl API most think it is. AMD are lookng into opening up the GPU to a whole new lvl that just makes Dx12 looked dated.

    So I conclude any games released current day is just not doing to survive any long term performance gains that we have in store for us. These games will die out so fast you will not bother to look back. Current gaming is so stale and lacks anything worth caring for and is why most big titles are just milking it dry.

    This is why I no longer care about the lack of creative worth wile games out today. Better things look forward to. So much interesting technology sorftware and hardware

    lol... if it is all so doomed why are you even here?
  • blimsta
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    I think most of you are missing my point. Once a game has been developed it cant just change the way it uses hardware without a ground up rebuild. That means and my point about current game is they can't take advantage of things like OpenGPU or even Dx12. They are stuck and can not evolve. So a game that performs badly will always perform badly.
  • Darethran
    Darethran
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    blimsta wrote: »
    I think most of you are missing my point. Once a game has been developed it cant just change the way it uses hardware without a ground up rebuild. That means and my point about current game is they can't take advantage of things like OpenGPU or even Dx12. They are stuck and can not evolve. So a game that performs badly will always perform badly.

    That's simply not true. The game performs badly because it's issuing a large number of draw calls, without any semblance of batching.

    If they make a new renderer, the game will perform absolutely stellar, as the several thousand draw calls being issued will be but a droplet in the bucket, as far as performance is concerned. With the current renderer, the several thousand draw calls are the elephants standing upon the back of a deaf, dumb, blind, crippled mute.
    In Scotland | @Darethran

    [EU] Ervona Saranith (EP) - Lvl 50 CP >560 - Dunmer Healer
  • blimsta
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    MajinCry wrote: »
    blimsta wrote: »
    I think most of you are missing my point. Once a game has been developed it cant just change the way it uses hardware without a ground up rebuild. That means and my point about current game is they can't take advantage of things like OpenGPU or even Dx12. They are stuck and can not evolve. So a game that performs badly will always perform badly.

    That's simply not true. The game performs badly because it's issuing a large number of draw calls, without any semblance of batching.

    If they make a new renderer, the game will perform absolutely stellar, as the several thousand draw calls being issued will be but a droplet in the bucket, as far as performance is concerned. With the current renderer, the several thousand draw calls are the elephants standing upon the back of a deaf, dumb, blind, crippled mute.

    ESO in particular suffers from slow servers and lazy netcode. I don't use a top end build to play but I can still achieve high frame rate. The point is the game isn't perfect, frame draw time isn't great and that's bad for competitive game play or even running high setting.

    Things arn't so clean cut. You cant just draw a concussion from one point, so many factors to consider. Like server hardware.
  • Rohamad_Ali
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    They are doing something with performance and it is noticeable . For the last 2 weeks I've been able to PvP on a custom ultra high graphics setting with 45-50 FPS and low ping . I am the first one to jump with other on ZOS when performance tanks here so this no fan post at all . It's important to give constructive feedback and here it is finally . Who ever is fixing the performance issues is onto something @ZOS_GinaBruno , please let them continue with what they are doing on the PC platforms . It is noticeable .
  • WillhelmBlack
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    I still play old Sega games. What difference does it matter if they're just brilliant, entertaining games?
    PC EU
  • blimsta
    blimsta
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    They are doing something with performance and it is noticeable . For the last 2 weeks I've been able to PvP on a custom ultra high graphics setting with 45-50 FPS and low ping . I am the first one to jump with other on ZOS when performance tanks here so this no fan post at all . It's important to give constructive feedback and here it is finally . Who ever is fixing the performance issues is onto something @ZOS_GinaBruno , please let them continue with what they are doing on the PC platforms . It is noticeable .

    I just went from wifi to cable to see if that made a difference less than 2 weeks ago. So unless you are playing in thetest server I dont believe that for one second.

    A good ping is below 50ms, I've never had anything close to that in this game and the server is in germany. I use to play with 8ms ping in germany 10 years ago, so no dont talk bs.
    Edited by blimsta on November 13, 2016 6:21PM
  • xeNNNNN
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    MajinCry wrote: »
    Woah now, I'm not sure you understand the importance of Mantle/Vulkan/Direct3D 12.

    In the traditional, driver-oriented APIs (Direct3D 11 and older), the driver is performing insane amounts of validation, error checking and correction. As a result, when a draw call is issued by the 3D application's renderer, it takes up a large amount of CPU time.

    For example, in Direct3D 9, your framerates will suffer extremely once you go past 3.5k draw calls on an AMD CPU (sub 30fps), or past 10k draw calls on an Intel CPU (again, sub 30fps). On Direct3D 11, just double the number of draw calls for the best possible scenario.

    For those that don't know, each individual object in a game, whether it be a single plant, a character's hair, a ring, a boulder, or a house, will issue around 4 or 5 draw calls minimum. The more lights and shadows upon an object, and that the object is casting, the draw calls will increase 1:1; five lights on an object? Five more draw calls, at least. Five shadows on an object? Five more draw calls, at least.

    And with models that have multiple textures, the draw calls will rise exponentially. Seven draw calls that would be issued on an object that only has one set of diffuse, normal and specular maps? Well this one has two sets, so that's 14 draw calls. Three sets of textures? That's 21 draw calls. Etc. etc. The solution to that conundrum is to use texture atlases, but these gobble up vRAM, overburdens the GPU due to all the extra shader instructions required for anisotropic filtering being used on the large (often >8192x8192 in size) textures, use up large amounts of drive space, as well as being a pain in the ass for the artists to create.

    There is little that can be done to alleviate this bottleneck on said APIs. There are two solutions, when looking solely at the issue of draw call performance. One, is to create an API that allows for parallel issuing and validation of draw calls. This is what AMD demonstrated a short while before DICE collaborated with AMD to bring this to the consumer space; an embarrassingly parallel graphics API.

    However, this still has the limit of several thousand draw calls being issued per core. Same CPU performance hit, but with four cores (i.e, four CPUs) handling draw calls. In other words, if we take D3D9's 3.5k draw call ceiling and chuck in parallel submission, we would ideally get 14k draw calls on a quad core CPU.

    That's still exceedingly paltry. Compare Oblivion to Fallout 4; Fallout 4 is issuing many more draw calls, and has a moderately higher object density, but it's still using the exact same 5x5 active game area system (ugrids), as well as using the same LOD system. Why? Because even with Direct3D 11's more efficient draw calls, it's nowhere near enough to accommodate moderate-long draw distances.

    So what must be done? Exactly what Mantle, Direct3D 12 and Vulkan are; parallel draw call submissions, with the graphics driver being a fairly "raw" interface between the game and graphics card. So rather than having to perform fail-safe, catch-all, better-safe-than-sorry, we-don't-know-what-will-happen-so-we'll-play-it-safe, CPU-crunching error checking, have the engine programmers perform the necessary error checking and such.

    Whilst that sounds scary to the ignorant, that's because there's a lack of perspective. A good way to look at it, is the difference between, say, Lua and C++. Lua is a scripting language that is absolutely not what a realtime program (e.g, Skyrim, 3DS Max, Photoshop, Cubase, etc.) should be made with; it's exceedingly wasteful on the CPU. The upside? Extremely easy to get a handle on, and will take care of a large amount of error checking (memory leaks and threads, mainly).

    But if you want to have a realtime application that won't have a framerate running the low twenties on the most beefy of consumer hardware available, you will need to use C++; at the cost of having to do error checking and fail-safes manually, the performance of your program will perform magnitudes faster.

    That's the difference between Direct3D11 and these newer APIs; more manual renderer code, in order to gain magnitudes more performance.

    If we were to compare the most intensive match on Trueflame, with a Direct3D 11 renderer and a Vulkan renderer, you would find that a venerable old Phenom, like yours truly has, will be thrust into the low teens. On Vulkan? I'd be surprised if the framerate wasn't hitting close to 50, if not 60.

    That is actually one of my only few gripes overall to be honest, the totally unnecessary use of lua. Sure its easier to get to grips with and will be easier to make addons for and such and ..yadada the list goes on, but lua has never been reliable preformance wise, there was a time when it was but not anymore.

    Fact is they should never of built the engine of a prexisting engine to begin with, it takes time and money but they should of built their own just for ESO.

    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • Darethran
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    xeNNNNN wrote: »

    That is actually one of my only few gripes overall to be honest, the totally unnecessary use of lua. Sure its easier to get to grips with and will be easier to make addons for and such and ..yadada the list goes on, but lua has never been reliable preformance wise, there was a time when it was but not anymore.

    Fact is they should never of built the engine of a prexisting engine to begin with, it takes time and money but they should of built their own just for ESO.

    The comparison to Lua was just an example of the performance delta, between "easy" scripting and "hard" programming, and extrapolating from that.

    On the subject of Lua's performance, it is utterly terrible. Like, just really bad and there is no reason why you should have such a horrific thing.

    http://benchmarksgame.alioth.debian.org/u64q/lua.html

    It's more than 10x slower than Java for crying out loud. If they wanted a decent scripting language, C# is where it's at; similar to Pascal (same syntax architect), and pretty damn good at threading.
    In Scotland | @Darethran

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  • FLuFFyxMuFFiN
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    DOOMED!?!?
    jALYM.gif
  • Rohamad_Ali
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    blimsta wrote: »
    They are doing something with performance and it is noticeable . For the last 2 weeks I've been able to PvP on a custom ultra high graphics setting with 45-50 FPS and low ping . I am the first one to jump with other on ZOS when performance tanks here so this no fan post at all . It's important to give constructive feedback and here it is finally . Who ever is fixing the performance issues is onto something @ZOS_GinaBruno , please let them continue with what they are doing on the PC platforms . It is noticeable .

    I just went from wifi to cable to see if that made a difference less than 2 weeks ago. So unless you are playing in thetest server I dont believe that for one second.

    A good ping is below 50ms, I've never had anything close to that in this game and the server is in germany. I use to play with 8ms ping in germany 10 years ago, so no dont talk bs.

    I cannot get my ping below 100 on this game . Apologies as I am not trying to post false information , I was not aware good pinwas below 50 . I thought 100 was low because it use to be around 200-300 for a long time here and 100 was a big improvement for myself . I am not an expert on ping . The graphics all the way up use to keep me in the lowest frame rates of 20 but now are at the rates I posted . So this IS an improvement I am experiencing .
  • altemriel
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    can I have your gear pls :smiley: ?
  • CossackHD
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    I rarely see any DX12 game outperform DX11. Battlefield 1, horrible frametimes on DX12 while having marginally improved average framerate. All ESO needs is proper multithreading. Witcher 3 looks fantastic on DX11 and runs smoother than ESO. ESO engine is not well threaded, nothing to do with APIs.
  • JKorr
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    blimsta wrote: »
    YautjaLanu wrote: »
    A little depressing.....

    No not at all. If anything things are going to become so much better. The soon Directx is put in the bin the better.
    we have some good thing ahead.

    Whats depressing for me is playing games that are of such a substandard.

    We all came here looking for the next big mmo but the truth is, isn't not here yet.

    By Akatosh I l have to wonder how so many people got appointed to speak for EVERYONE. Some special star was shining when they were born? A birthmark that indicates they are a really really special snowflake? How does it happen?

    *You* came looking for the next big mmo. You are currently disappointed they aren't catering to *your* specific wants and dreams.

    *I* came here for a co-op when I want, single when I don't, no pvp required if I'm not interested in it, Elder Scrolls world game. Guess what, O special disppointed special snowflake. I found what I came here for. Not strictly Elder Scrolls single player, but not WoW or COD settings either.

    Please, don't stay in a game that disappoints you, or depresses you. You apparently need some special perfect world that caters to your specific specialness. No one will force you to remain here, disappointed and depressed. Send your gear to Altemriel and leave a shred of happiness for someone before you leave to go on to better pastures. And other forums where you can be disappointed and depressed about other games that will never meet your standards.
  • kevlarto_ESO
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    I think a lot of the problems with this game is the mega server tech they are using, and the fact Zeni is cheap and under staffed, there has been improvements to the performance of the game and more coming it will never be perfect. I am happy with it being better than it was 8 months ago.

    This game needs better dlc updates not these little updates more often they just have no meat on the bones. I doubt people are going to leave another game to back and play 2 hours of content.

    I have been playing some kind of online game since before the internet was a house hold item, back during dial up on a BBS and no graphics, so I doubt I was in diapers when you were playing games, plus I was also a Enterprise Admin for a large State Agency, and used to teach certification classes.

    I understand where your coming from an you are correct, but then again most companies are just cheap these days and want their product out as cheap as possible mediocre has become the new industry standard. When I was in Texas my ping was 65 now that I am on the east coast my ping runs about 120.
    Edited by kevlarto_ESO on November 13, 2016 8:01PM
  • Doctordarkspawn
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    Oddly enough, this game did run DX9. Why does it no longer? They decided with the thieves guild to upgrade for no good reason and *** their performance in the face.
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