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Starfield Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,438
Location
Grand Chien
Are you sure that the game will use RT? It has explicity said in the promo?
Ray tracing was mentioned by someone earlier in the comments here, but there was no such thing mentioned by Bethesda. Global Illumination can be implemented in software and has been for years, even Unreal Engine 5's Lumen is primarily a software solution.
Lack of RT is maybe the reason of relatively low specs requirements.
Unfortunately, there was also no word on things like DLSS/DLAA/FSR2/XeSS.
They'd be fucking morons to launch without DLSS, that said this is Beth we're talking about
 

Moink

Cipher
Joined
Feb 28, 2015
Messages
675
The game has a premium 5 day early access so we can just let the rubes beta test to see how buggy it actually is at launch.
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,116
Are you trying to imply people playing bethesda games at launch aren't rubes? Hell the only ones playing Bethesda games that I might not but probably still would call rubes are the ones buying the complete edition 75%+ off 4-7 years after release.
 

RobotSquirrel

Arcane
Developer
Joined
Aug 9, 2020
Messages
2,124
Location
Adelaide
I haven't seen this yet? Is it on Twatter?
yes a god of war developer came out in defence against Dreamcast guy pointing out the 30FPS thing is a bunch of crap (granted Dreamcast guy is a dickhead but in this case he's right).

Uh. That's not why the Codex shit on Redfall.
I know I was referring to what the "influencer" youtubers were shitting on it for. It got a lot of flak just for being unoptimized, most people didn't complain much about the actual content of the game, whereas here we did because Arkane should be more capable, this was trash and they knew it was trash but threw it out there anyway. Just be aware I think the majority of codex gets it, but you go and look at various communities out there and they don't and they do very stupid double standard exemptions for studios - the weirdest ones are the ones that think Todd is their friend.
 
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Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,775
That's the caliber of developers we're dealing with now, huh.
And you people wonder why I call devs scum.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
Graphics are always a tradeoff between resolution, graphical complexity and framerate. On PC's we players get to adjust settings for our prefered balance, but console gamers usuallly have to accept whatever the devs decide on.

You can certainly have unoptimized graphics, either because the graphics are poorly coded, or because the artists are using too many vertices, oversized textures, uneccessary post-processing etc that slow everything down while not significanlty improving the game's visual. But there's no magical "optimization" that can make anything run at 60FPS without sacrificing something else.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,625
GI is going to be a huge impact on performance yes. As is Raytracing and Shadows. But these can be variable in their quality, I mean really these should be adjustable like they will be on the PC Version.
But of course Phil wants this to be a flashy looking game, Todd meantioned that they had the game running at 60FPS, so it'll run. But obviously it'll look like Fallout 4 (honestly I don't even think people would care tbh the frame rate though they will care about because its advertised on the Xbox itself 60-120fps).
Honestly I'm going to choc it up to they have a bloated renderer and its likely single threaded. If you compare it to Fallout 4's multi-threading performance on PC its pretty telling whats going on, their code is garbage and if its still the same code running then yeah no wonder we've arrived at this point.
I wouldn't be surprised if Microsoft decided to have RT features enabled across the board for marketing purposes, especially since without them the game will indeed look much like modded Fallout 4. While the 30 FPS lock will ding their publicity at first, console audiences will likely accept the fact quickly and viral marketing will benefit long-term from "oooh, pretty" as people post ray-traced planetrises from a thousand different locales.

Don't get me wrong, I agree it's quite silly to launch your flagship console-seller with a 30 FPS cap, but I'm just trying to break down the tech and business angles.

Gen12 Renderer added it. Look up the documentation on it, basically confirms they rewrote Cryengine to support a feature unreal engine 5 had at launch. Its a big deal honestly because being able to use multiple threads in rendering is great because the CPU is going to be mostly idle anyway might as well use those extra cores for something.
It was just a .JPG joke, I like making 'em.
 

RobotSquirrel

Arcane
Developer
Joined
Aug 9, 2020
Messages
2,124
Location
Adelaide
But there's no magical "optimization" that can make anything run at 60FPS without sacrificing something else.
I mean there is a reason why star citizen referred to Parallel rendering as jesus tech (ie. splitting single rendering thread into multiple threads), because it can boost the performance of a game massively - problem is that its very difficult to implement if your engine doesn't have support for it. Similarly DLSS is also a instant solution as well, but obviously comes with graphical compromise however has shown to boost FPS significantly. This is pretty much what Starcitizen is doing. That said I don't agree with DLSS being a solution its a very plug the hole and pretend its not there type of thing but it can work, and frankly on a console its probably necessary.

Beyond that, the usual, Atlas your assets (I'm wondering how big their atlases are because they'd be foolish not to be batching everything that they can) and use a lower quality GPU textures (BC6 and BC7 aren't needed but obviously they want to ship with HDR - but I find the tradeoff isn't worth it. Most games will work best with BC5 and lower, you probably won't notice the difference in quality I can't - ed: apparently according to skyrim modders the engine cannot do this lol also apparently Bethesda doesn't even use them (fallout 4 using BC1 is funny) so ugh just use BC6 and BC7 then morons lol I contradict my statement there, its obvious then they need to move up to BC6 and 7 if they're still using BC1 which is not very optimised - I'm wondering what they're actually using with Starfield), cull when it makes sense to cull especially for overdraw (both SC and Starfield are guilty of having a lot of overdraw), reduce the use of colliders and rely on raycasts. Reduce the amount of shader streaming as well, better to pre-compute it but this increases load times, or just reuse as many shaders as possible. Also lots of texture packing (after realising they're just using 3 channel BC1s - changing to a 4 channel would eliminate the need for a separate specular map)

There's certainly things they could be doing to speed the game up.
 
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La vie sexuelle

Learned
Joined
Jun 10, 2023
Messages
2,161
Location
La Rochelle
I had watched all new gameplay, and I not particularly amused. Seems like Fallout 3 i 4 with them dumbed down shooting mechaniqe (but this time without VATS), mostly repetitive bases like in Mass Effect Andromeda (or Daggerfall for older people), stiff NPC from Anthem and this subcutaneous feeling of emptiness. Mods could fix that with few big-titted bimbo models and crazy dungeons with even crazier encounter design, but there are no information about mods...is that a reason why the game allegedly works better than any Bethesda games on?
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,297
This was always going to be 30 frames.

Most pc fags are in for a shock as well when they see the requirements.
You sell new expensive GPUs by making super good looking games everyone wants to play or by releasing super hyped terribly optimized games everyone wants to play. 2nd type costs less to make. And then you get a bit of action from those overpriced GPUs
 

RobotSquirrel

Arcane
Developer
Joined
Aug 9, 2020
Messages
2,124
Location
Adelaide
This was always going to be 30 frames.

Most pc fags are in for a shock as well when they see the requirements.
You sell new expensive GPUs by making super good looking games everyone wants to play or by releasing super hyped terribly optimized games everyone wants to play. 2nd type costs less to make. And then you get a bit of action from those overpriced GPUs
funny thing is that performance wise the newer cards aren't that much improved over what the recommended specs are. Doesn't leave a lot of breathing room.
I think most of the games coming out right now are very sweaty brow "are you sure you want to cut it that close to the bleeding edge?" risks. I see it backfiring longterm eventually we are going to hit a wall where the majority of consumers won't be able to even play your game at 30fps.

No, clearly the fast-paced, reflex-intensive action that Bethesda games are known for demands much higher framerates to function.
hey btw we all know that the physics engine is tied to the frame rate right lol Fallout 76 still had this problem. Gee I wonder why they're so insistent on 30FPS lol
 

Mebrilia the Viera Queen

Guest
I will get the game on pc. So the fps problem dosn't really bother me. I am quite impressed with what i saw.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,702
Instanced kitbashed crap can't hit 16.6ms rendertime what a suprise. Next up: anything made on UE5.x .
I will get the game on pc. So the fps problem dosn't really bother me. I am quite impressed with what i saw.

It's highly probable you'll need 16GB VRAM because porting games onto hardware with non-unified memory (PC) without stuttering is just too much to ask so they'll just make it resident :lol: .
 

Mebrilia the Viera Queen

Guest
Instanced kitbashed crap can't hit 16.6ms rendertime what a suprise. Next up: anything made on UE5.x .
I will get the game on pc. So the fps problem dosn't really bother me. I am quite impressed with what i saw.

It's highly probable you'll need 16GB VRAM because porting games onto hardware with non-unified memory (PC) without stuttering is just too much to ask so they'll just make it resident :lol: .
I have a brand new top gaming rig.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,210
Location
Azores Islands
Watching the presentation again and I'm really liking this NASA punk design language they came up with for the ships and equipment. Not too over-designed or too sci-fi, looks cool and utilitarian.
 
Joined
Mar 3, 2010
Messages
9,268
Location
Italy
just saw the requirements (i'm trying to stay as away as possible, from each and every news of each and every game. they're all just hyping and shilling anyway, they've been for at least the last 20 years, but i'm digressing).
125 gb.
people still play skyrim because it's a comparably smallish download, it's convenient.
this on top of the insane video requirements, to still look like skyrim.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,498
AMD Radeon RX 5700, NVIDIA GeForce 1070 Ti as minimum specs, for something that mostly looks like a xbox 360 game.
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
3,947
I haven't seen this yet? Is it on Twatter?
yes a god of war developer came out in defence against Dreamcast guy pointing out the 30FPS thing is a bunch of crap (granted Dreamcast guy is a dickhead but in this case he's right).

Uh. That's not why the Codex shit on Redfall.
I know I was referring to what the "influencer" youtubers were shitting on it for. It got a lot of flak just for being unoptimized, most people didn't complain much about the actual content of the game, whereas here we did because Arkane should be more capable, this was trash and they knew it was trash but threw it out there anyway. Just be aware I think the majority of codex gets it, but you go and look at various communities out there and they don't and they do very stupid double standard exemptions for studios - the weirdest ones are the ones that think Todd is their friend.


What did the original tweet say? It seems it was deleted.
 

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