Smushroomed
Banned
Game looks pretty damn good on my rig
i5 4670k to oc to 4.5
970 sli oc +175 core, +250 mem
asus rog swift gsync
i5 4670k to oc to 4.5
970 sli oc +175 core, +250 mem
asus rog swift gsync
I see the same, I'm not sure it's a bug.
The LOD is locked on both consoles and PC. No setting has any effect on it. I thought it could be I was using a 900p screen, but if you see that at 1080p then it might just be the PC version for everyone.
Does this game have crashing issues?
Just got this today on PC and its crashed 2 times in the first 30 minutes.
Any news on how a GTX 780 and i7 2700k perform at 1440p?
Well, it definitely doesn't look like that on my PC. I've never seen the LOD do anything like that. So it must either be a bug, or a problem with the memory on that person's setup.
I'm not sure it's an actual bug. The trick is that those screenshots are from high above, while zoomed in. So they give the illusion they are really close when they are not.
I wonder if it's a bug because it's the exact thing I saw on my screen. So, it's a bug or just weirdness for the two of us?
This is a screenshot I took, max settings, 1080p. So no, it's not just the two of you. gtx 970, 3.5 GBs VRAM out of 4 used.
Any else have a weird flash or pop-in when the camera changes in cut scenes? Like a bright flash?
The game (in its current state) is issuing approximately 50,000 draw calls on the DirectX 11 API. Problem is, DX11 is only equipped to handle ~10,000 peak draw calls. What happens after that is a severe bottleneck with most draw calls culled or incorrectly rendered, resulting in texture/NPCs popping all over the place. On the other hand, consoles have to-the-metal access and almost non-existent API Overhead but significantly underpowered hardware which is not able to cope with the stress of the multitude of polygons. Simply put, its a very very bad port for the PC Platform and an unoptimized (some would even go as far as saying, unfinished) title on the consoles.
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Ultra settings right there, folks.
This is the WORST LoD I've ever seen in a game, it's fucking atrocious. We need a LoD slider option or a patch to fix this.
Thanks DX !
something is going wrong there. Ive NEVER seen LOD that bad in this game. Thats definitely a fuck up.
Thanks DX !
Behind the scenes, AnvilNext's engine has been completely rewritten to greatly reduce the number of draw calls that have in past games caused CPU bottlenecking, which prevented GPUs from operating to their full potential. In addition to improving performance, draw call optimizations have enabled Ubisoft to dramatically increase the population density of their gameplay areas, with thousands of NPCs now visible on-screen simultaneously, each operating with some degree of artificial intelligence powered by reclaimed CPU cycles.
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Ultra settings right there, folks.
This is the WORST LoD I've ever seen in a game, it's fucking atrocious. We need a LoD slider option or a patch to fix this.
this is from the geforce article, they're saying its improved which is true but its still not good enough
But the game is even more CPU bound than Black Flag, at max environment settings.
this is from the geforce article, they're saying its improved which is true but its still not good enough
"...This is, by its very definition, optimization."
It's not.
Benchmarks show a non overclocked 2500k can do 60 fps, and an i3 40 fps. At max detail.
Interesting that the game just has bad LOD across the board. They ran out of time.
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Ultra settings right there, folks.
This is the WORST LoD I've ever seen in a game, it's fucking atrocious. We need a LoD slider option or a patch to fix this.
Ubi must add an LoD slider or something,
The game (in its current state) is issuing approximately 50,000 draw calls on the DirectX 11 API. Problem is, DX11 is only equipped to handle ~10,000 peak draw calls. What happens after that is a severe bottleneck with most draw calls culled or incorrectly rendered, resulting in texture/NPCs popping all over the place. On the other hand, consoles have to-the-metal access and almost non-existent API Overhead but significantly underpowered hardware which is not able to cope with the stress of the multitude of polygons. Simply put, its a very very bad port for the PC Platform and an unoptimized (some would even go as far as saying, unfinished) title on the consoles.
Thanks DX !
I've never had such thing happen. However, you're slightly cheating by taking screenshots while zooming in.I don't know why Ubi even allows zooming in at all times when they hardcoded quite an aggressive texture downscaling.
Ubi must add an LoD slider or something, the pop-in distances are ridiculous.
It gets me wondering what they actually count as the start of development. Like do teams working on tech for Black Flag that will also be applied to Unity get counted as the official start of Unity development just so Ubi can claim Unity has been in development for a really long time? Despite Unity maybe just getting a stake of tech developed more intensely for a different entry?Which is amusing because Ubi claims that development began after Brotherhood went gold in 2010. Even accounting for a generous pre-production phase that's no less than three years of actual development, but the game itself tells a much different story.
I've never had such thing happen. However, you're slightly cheating by taking screenshots while zooming in.I don't know why Ubi even allows zooming in at all times when they hardcoded quite an aggressive texture downscaling.
Ubi must add an LoD slider or something, the pop-in distances are ridiculous.
So is anyone else getting stuttering audio, especially during fast/high intensity chase sequences? My framerate is sticking to around 50+ fps at these times (normally 60+ under normal exploration), so I dont think it is tied to low framerate...
Rig specs are:
2500k@4.5Ghz
EVGA 780Ti Super Clocked (overclocked a bit more still by me!)
8GB Corsair Vengeance RAM
The game (in its current state) is issuing approximately 50,000 draw calls on the DirectX 11 API. Problem is, DX11 is only equipped to handle ~10,000 peak draw calls. What happens after that is a severe bottleneck with most draw calls culled or incorrectly rendered, resulting in texture/NPCs popping all over the place. On the other hand, consoles have to-the-metal access and almost non-existent API Overhead but significantly underpowered hardware which is not able to cope with the stress of the multitude of polygons. Simply put, its a very very bad port for the PC Platform and an unoptimized (some would even go as far as saying, unfinished) title on the consoles.
Hmmm, I'm not sure what to make of that explanation and unless I'm missing something, it appears to be sourced from wccftech, who attributes it to, "we sent some emails and and (sic) found out what is really happening." Like, that's the only attribution they provide.
e: like, is it really credible to think that from AC:BF to AC:U, the number of draw calls per frame really increased by an entire order of magnitude?
What? With which video card?It's not.
Benchmarks show a non overclocked 2500k can do 60 fps, and an i3 40 fps. At max detail.
What? With which video card?
The game is very CPU hungry for sure and overclocking probably help quite a lot
Assassins Creed 2 had the same LOD problem, they never fixed it. No other AC game since has had that problem, but now it's back again in Unity.
Pop-in has always been an issue in AC games, even using the max LOD on PC does not prevent it.
Come to think of it many games actually have noticeable pop-in. It's something I learnt to deal with.
Followed this and I had vsync set to adaptive.
1080p w/ everything maxed out I'm getting 60fps with NO dip at all. I'm quite amazed by it right now but that guide seems to have done the trick. The only dips I'm getting are during cutscenes for whatever odd reasons.
It's locked at 60 and it's running as smooth as butter.
Setting it to 4k drops it down to 25-30. The game is simply gorgeous in 4k. Wish I had the set up to run that res at 60fps.
i7-4770K 3.5GHz
GTX 780ti OC 3GB
16GB DDR3 2400Mhz
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