Exciting news...
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I'm on steam deck and now whenever there's more than one sprite on the screen its a hot mess.
Also got yeeted and stuck in the clouds like a Patriotic Angel after another Helldiver landed near me.
Which I had a pretty screenshot that isn't loading into my mobile....
Too many
10!?
Do I look like a ?
I'm gonna
One helldiver mentioned the micro shutters they suffered from before the patch are gone.
I've heard that the additions are mostly a mess;
while I can't speak about the new fancy AA settings because of my potato PC, ironically I'm elated that "no AA" now means "no AA" – for me upscaling used to result in a blurry, ugly image, now I get a beautiful, pixelated ugly image AND better framerates
BETTER HAVE A KREIG WARHORSE!
They still had a license for it and it was tech they knew and understood well. The EOL may have occurred in terms of sales, but Autodesk still supported the license and so it makes sense for a small studio taking a big risk on a new product to reuse what they can.
Have you thought about reaching out to them and offering to show them how it can be optimized? The number of SWE's out there that understand GPU architecture and game engine optimization for DX[11-12]/Vulkan are a select group so if you can lend any help here I'm sure they'd greatly appreciate your expertise.
If Stingray is the problem: During the early project phase Stingray was discontinued. They knew that for a really long time (at least 6 years) and still continued with it.
I however doubt that Stingray is the problem because
- these problems persist since launch
- most games on other older engines run smoothly if properly optimized
- how is it possible that they picked this engine in 2018, when GPUs from that timeframe have serious performance problems? The only explanations are: Either they never tested this at the start or they added a bunch of problematic stuff during development in their code
So anyway it's entirely their fault.
It’s not their rendering engine, they licensed Autodesk Stingray and rewriting it isn’t something that makes sense for the current game. As that would require reworking and retesting everything. That’s something they would do for HD3.
I think ditching the rotation was a good decision and I hope they keep it this way.
Problem: Game runs with shit performance - even in hangar where there is like a wall to render and not much more.
Arrowhead solution: Throw GPU upscaling magic at it
Real solution: How about fixing your rendering code...
Problem: I'm getting connected to another player on the other end of the planet that uses a dial-up connection. Also I can't search or filter for nearby/specific missions that I'd like to join.
Arrowhead solution: Reduced latency with NVIDIA Reflex & Co (completely negated by GPU upscaling btw)
Real solution: How about mission filters? Or region based mission search?
Don't get me wrong I'd love to see some performance updates but these are not performance updates that's just "throwing GPU AI magic" at the game and praying that it works. And justifying the whole thing with 1-2 year old reddit posts that got like 10-20 upvotes is even more dumb.
There are other posts that have hundreds or thousands of upvotes (e.g. loadout templates - example1 example2 ) that are getting completely ignored for years now.
It's because of the fiasco of the original KillZone why they swapped from Super Store to the legandary`warbond.
Although the Store Rotation was also removed allthings considered so for now the only FOMO is any major missions such as the TCN or the invasion of Cyberstan`
Maybe they will bring back the Adreno-Defibrillator bug where being an exosuit stops the timer.
So I feel like they wanted to make the meat of this update up scaling, and the variable shading thing looks cool, I might check that out so I'm already undermining my own meme lol. To me it seems like upscaling was supposed to be the meat of this with the other things being a footnote, at least that's how I see it. And I don't wanna come off as "hurr durr fake frames bad". I feel like upscaling has it's place, and even tho it's slightly different but I feel it's the same conpept, is frame generation. Like I used lossless scaling on my previous 30something GPU laptop for cyberpunk to get smoother frames, but would turn it off when using the computer in game because of a weird artifact when using the stockmarket mod.
Tho the one thing i dont like is IMO upscaling and framegen should be used to elevate low/mid end hardware, hell even highend hardware if you want MORE. But I see it here as being used as a bandaid for poor performance, rather than using this tech to get a better image and stuff
I know the crossover ones are higher than normal, just hoping they keep it to their current +50% supercredit markup instead of what they tried to pull with an earlier one (Killzone?) and later avoided with Halo.
Lol, you know it's going to be 1500-2000 super credits. Considering Games Workshop's pricing models we'll be lucky if it doesn't cost $60 in real money.
I hope they learned from prior warbonds to not get greedy on the supercredit costs.
Nah, we get one of these every year. First year we had it on Liberty Day. There was no chance of failure
The reward is restoring New Haven. Looking at supply lines it is clear the Altus Sector is Bug front.
Wouldn't be the first time Arrowhead made an impossible task
Any goal, no matter how high, can be achieved, unless its physically made impossible
It's the exact same feeling two years ago on liberty day. The dark plots of our enemies will never extinguish the shining beacon of Managed Democracy.
The story will play out as Arrowhead want it. If they don't want us to hold Earth they will set the goal too high.
There's a LOT of jaded divers whor never happy about anything.