#OPTIMIZATION REQUESTS
1 messages · Page 4 of 1
I don't know if you are a userbenchmark reader or if that is irony
Irony 😂
fix the constant stuttering ffs
Our daily prayer
I see Squad 44 doing little playtests for optimization
Is that so
play on directX11
U loose performance if u play on dx11
Some people get better performance so it's worth experimenting with. Me and two other friends (5900x/RTX 3080 ti, 5800x3d/RTX 3080 ti, 5800x/RTX 4070 ti, windows 11) all experienced a more stable framerate with dx11.
But constant stuttering is better? 🤷♂️
still have to clear cache every month
no, and you dont have lagspike on DX11
what is the lossless scaling? where do i can read about it and/or install
Steam
It applies frame gen to your game
Why did you even ask tho i clearly explained it all
my phone decide to scroll thread down for no reason
try it now, thx for info, I just have little input lag but it better than 40 fps in scope
Dont go too extreme on settings and you wont have input delay
Yw enjoy it
nvidia surrond 2 monitors 1080p and when i use scope i have fps drop from 120 to 40 and stutters lol why
hellow friends i have a question: if i pick a weapon with scope my game starts to stuter and the fps wont be above 40 fps even if i dont use the scope when i take none scope weapon game looks good with 70 fps i wanna ask ist a bug or performance issue (i have good pc to run the game rx 6600xt with r5 5500) or its some thing in the settings that i can turn off ?
It's just the game. Bad optimization. I suggest you use red dot or irons for a while
That's a new one. So just by having the scoped kit, your frames per second will go down significantly?
Does that mean if you choose the scoped rifleman kit and you pull out your knife or a grenade, you still have low FPS? But if you have the iron sight rifleman you'll have 70fps?
when i take a scoped weapon and zoom it will drop and when i realese it it wont increase the fps even if i take a grande or a knife . until i take another kit without scope it will be fixed
Welcome to badly implemented Picture in Picture. Enjoy the game!
hey guys
this should help you
Stock:
OC:
Well good thing i cant read the russian alphabet
I know English to find out the information I need
I believe in you, you can do it too
for translator: Если есть люди, которые смогут руководство перевести, прошу написать в личные сообщения. Вместе сообщество сквада - сила💪
By the way, I looked at the above. I don't know how you will solve problems with multithreading if the whole problem lies in the engine almost
The squad will have an eternal bottleneck of Processor and RAM, you will definitely have to configure your computer for adequate work
I created a guide for this. But for now it's only in Russian.
I think the game will work better if it switches to Unreal Engine 5. Because in comparison with Unreal Engine 4 there will be 6 threads instead of 4
Having more threads doesn't involve any improvement by itself if the tasks can't be split and distributed among them
It's very hard / not possible to multithread operations that depends on eachother
If the map could be split in areas and each thread would treat a designated area, then maybe you could multithread
But, spoilers, CIG with Star Citizen needed hundreds of employees, hundreds of millions of dollars of budget, and more than 5 years to figure out dynamic server meshing
Multithreading is incredibly complicated
buddy this game is not that graphically impressive or CPU-depending nothing special techniques needed
well yes, so the eternal bottlenet will be in the squad
just better coding
))))))))
That's where you're wrong
Sure, Star Citizen map is way bigger and more detailed
how am i wrong whats so hard about this game?
But the main factor is the number of players
Not so long ago Star Citizen servers were capped at 100, and even lower before
4 threads and 12 threads. 10 Frame error due to background programs
Squad has one of the most client-sided coding ever u can literally cheat anything
Squad uses about 3 threads for most of it's stuff and a lot of mini threads for stuff like mouse input etc that dont take up much CPU
There is already 2 simple things OWI can do to fix FPS: 1) Stop fking polling Windows registry so much, so the game doesn't get flagged by Windows Defender, so it doesn't get throttled. 2) Only run on even or odd cores to disable hyperthreading.
Next, check out how no matter where ur looking, the number of triangles being drawn is the same, this game has almost no culling going on
The player models also don't have LOD I believe
from three threads performance drops by 50 frames
yep 4 threads or more is ideal cause 3 threads are maxxed out and then 1 thread is needed for all the background stuff
You mean to say Squad takes the first 4 threads even if thoses threads are based on 2 cores ?
More than 4 threads you no longer get performance. Then it is parallelized between threads
No, if u analyze Squad threads and how much CPU they use, only 3 threads have any actual load on the CPU
All the other threads are like mini threads for background stuff
So at 4 CPU cores u get the most performance boost, and then it is diminishing returns for Squad
So Squad is already parallelized quite a bit, using 3 CPU cores is actually decent
And for how badly the game runs, it really doesn't need more multi-tasking, it just needs more efficient code
I also found out the game has very bad cache misses, to the point where ur RAM matters A LOT. This just points that the game is so badly programmed, probably an OOP mess
OOP ?
Due to multithreading problems, 50% of performance is lost while the map is open
kapets icons load thread
object-oriented programming, it's like this scam that perpetuates the software industry, people writes tons of books on it and it sells well cause it makes sense to noobies, but once u rly start programming u realize how shit it is
It's like a door is a door, but it is also part of a car, so it's part of the class car, and then car is part of a class vehicle
I would compare the game to battlefield. Frostbite uses up to 16 threads to play
I certainly don't understand programming. I only know that it requires three times more code and time. But I can compare with other games on other engines
Incorrect, majority of things that involve player input and interaction, is server sided. The only big thing that has a impact that is client sided, is the limited hit-scan up to 20m, which then transitions to projectile based hit detection after that, moving from client to server.
Squad is CPU bound, mainly due to the games reliance on single/thread core performance as a result from UE limitations for mostly being single-threaded. Game logic is forced to a single thread, which is bloated due to Squads footprint being quite ambitious. Requires a lot of bloat to be processed before GPU can start rendering the frame, which is one of the main factors to why performance is rough currently.
Which is why the only options for performance gains currently(Until further deep optimizations is are release), is get a better CPU with high single core performance with high clocked speeds(and OC capabilities) or get a better CPU with high cache amounts to somewhat bypass the issue and brute force performance. Unless you're one of those weird people with an insanely high end CPU, but an ultra poopy GPU.
I would also like to draw attention to the settings of RAM and timings
this way I got overall stability of 20% increase in FPS
with B-die upgrade I got like +50 FPS(100% improvement)
looks very good
i literally saw video 5 minutes ago how cheater shoot w/out reload on spg. So server side of code is easy to hack or squad works more on client?
🔥Где этот софт купить https://wh-game.ru/game/squad
Discord сайта https://discord.gg/wBjkmr8Dsv
ТГ сайта https://t.me/+YcRyb1ywVhRmOTEy
В этом видео я вам расскажу о приватном чите на Squad В котором есть аим, вх, бесконечные патроны в технике, арте. Этот чит меняет игру полностью. Зарекомендовал себя с лучшей стороны, регулярные обновления, х...

Tbh honest I once encontered a cheater too. Dude could infinitly place mines right below my tank without beeing anywhere close, or beeing under the ground
I have a clip where I try to repair my tank and you can literaly see a mine spawn in the side of my screen
On a licensed, vanilla server
Dude got banned cause I had the buffer video thing, fortunatly
Was a once in a 1600 hours experience, but it happenned and I caught it on record
No reload/automatic GL/RPG/SPG/Mortar etc Is a common cheat & one of the easiest to be detected & caught. These cheats don't last long and are usually patched out relatively quickly.
You just have to understand that no amount of good code or the best anti-cheat, will prevent cheat coders from finding exploits and bypassing measures put in place, both by the developers and Anti-cheat. It's a constant game of cat & mouse, that affects all games, including those with highly intrusive anti-cheats and top of the line AAA developers.
This thread just goes round in circles with no fix when the fix is the shadows and lighting issue that the update introduced i am sure this thread is over 100 days old and still no attempt at a workaround or fix? ... And for unknown reasons you thought it would be a good idea to do a sale and free weekend? The majority did not keep playing because of the bad performance that's why the peak did not rise why would you guys do a sale when you have not attempted to fix the issue is beyond me first impressions count totally wrong timing for a sale from a marketing perspective when people are not getting a good experience stuttering and lagging all over the place fix the game then do a sale next time you are losing interest from old and new players at the moment and that is not good for the longevity of the game OWI DEVS!!@@!#!@%
I'll try again. We need people who can help translate the manual into English
The guide will be able to help many users who encounter low FPS in the game
I would be really careful with guides that tell you to overclock your RAM by just selecting a higher frequency, turn the voltage higher and enter random timings.
are you going crazy?
This is how everyone overclocks their RAM
I really hope that the translator translated it incorrectly for you.
I explained in detail how and why this was done
I don't understand where you saw random timings
I also don’t see where I advise people to set the maximum frequency
I also don’t see where I advise setting the maximum voltage regardless of the chip
on shiz ne tolko po teme razgona, zabey na nego
xorosho, ponyal
rasskazival kak on pink mistov na mushke perestrelivaet, na pablike)
I did take a peek on your guide
I tried at least going command rate to 1 instead of 2
Did also turn off steam overlay
Game did start to listen to changes in graphic changing and do less stuttering with more fps
Thanks for your feedback
On amd I advise you to enable Gear down mode and leave the command rate at auto. There will be more stable operation OC and command rate 1T
Im playing On
Z97 msi gaming 5
I7-4790k
Gtx 1080
16gb ram (1866mhz)
M.2 ssd samsung 980(800mb cap)
Win 10 (20-30gb page file)
Cpu OC x47
Uncore x40
If you want i up for some research
Let me know if you want more info of my spec
I know basic getting info of my pc
good computer
30 fps on 1660
processor
Intel but I forgot which one
make fps CONSISTENT between maps. There is no way that 2 maps of near the same size and prop number run completely different. On some maps like goosebay I stutter so much that i have to click 5 times to shoot once. Its actually wild.
Ryzen 5 5600
6600XT
16gb drr4 3000mh
Like this should spit out at least 70 fps on med-high setting ON EVERY map. Not 30 with stutters dipping into 15
thats squad for you
i mean if u have good internet u can play on geforce now free membership
i play on that and it svery enjoyable
i used process lasso to disable smt for this game and yet i still cant get over 60 all the time
come here for my monthly checkup to see if the games been optimised so older pc spec players can play it... ????
i dont get the developers, why do they keep adding stuff to the game but are not listening to the vast amount of players that are struggling to get decent graphic performance.. just for the record i stopped playing the game a couple of months ago but wish it would be optimised better because the game concept is pretty good
To be fair, optimization does seem better than the last time I played Squad.
Recently, I played again. I had around 220 fps + in game.
Before, I would be CPU bottlenecked and have around 110, nowadays I have around 220.
My room became a lot hooter too lul, because my GPU is at 100% usage most of the time, when it capped around 50 to 60% before.
I don't know if it's due to Squad or my GPU driver update or Windows update, but that's how it is for me right now
A few freeze or stutter from time to time but nothing too extraordinary
5800X3D, 7900XTX, 1440p, game on SSD
The game feels worse than before ICO, ATGM Rework and MBT cannons becoming inaccurate, but at least technicaly there seems to be an improvement
well complete oppisite for me
i had a ryzen 5 5500 and a gtx 1050 and i was playing in 70- 80 fpas
now i cant play over 40
Ok lmao
They found a way to mess up laser range finders on vhl
Now the laser reference is somewhere random around the middle of your screen instead of beeing clearly indicated by the optic
8.2 design got leaked, dont wait for optimizations.
8.2 has nothing to do with it.
OWI once again lied, theres no optimization update after 8.1, They're going with more content.
there are no optimizations from OWI devs
they are lazy and liars
we asked for optimize and what they do? add a fking WPMC faction when literally no one asked
we asked for ICO fix , all they did was make the Iron Sight look clearer
we asked for Faction Rework , they went to fix map bugs which literally no one can abuse the bug
they always do the opposite thing when we asked
what happened?
i love to play squad but i aint paying money to get a brand new pc just not to get 30fps everytime i play
and the gameplay too , with the new ICO its so anonying , there legit no realistic in those movement
people may say womp womp to me , but idc i just hope they can make the game works smoother atm , and playable for the community for better experience
- they always make QnA take ideas from player but nah , they dont give a shit the whole thing of QnA was just for decoration
Where can I find the leaks
Ah right, just saw it
Yes indeed, they kinda lied
Where'd it get leaked?
On an 8.1 instagram post, they replied to a user that asked about optimization, that it will be number ONE priority after the pmc faction announcement
Yall really believe anything
and you really believe they are gonna optimize??
lmao
this is bait
not bait if OWI themselves just removed players from their testing discord for NDA impeachment ^^
Not knowing who exactly leaked, but decided to remove quite a few cause of that
Good old attempts of discord mods to make it look fake
🤡🤡🤡🤡
I love spreading misinformation
they getting mrich from all the people with already good pc's that cna run this but absuing the ones that need the optimization
It's a fake, how do I know? Because I have the actual patch notes infront of me.
Stop spreading misinformation, thanks.
Optimization is a number 1 priority. The next major patch(v9.0) is optimization focused and has a large portion of OWI resources dedicated towards it.
v8.2 is what is considered a minor patch, which will entail mostly balancing.
X.Y.Z
X = Version number
Y = Iterations on top of (usually minor patches)
Z = Hotfix number
Does having a 120mm tank cannon that actualy shoot straight,
not hearing vehicles engines from 800 meters away,
helicopters properly dieing when hit by 120mm Sabot above 800 m range instead of simply burning,
laser range finder beeing in a logical and clearly indicated place on the screen instead of somewhere random (like it was before),
Wired guided ATGM failing to kill choppers because they loose guidance on the rotors,
count as optimization and bugfixes and are to be expected in that 9.0 patch ?
People, free to add others things, like decor not rendering at 500 meters
Insane pop in btw
Silent radios also
atgms not killing boats
I really don't understand your problem.
Just a man with a 12400f processor (similar to the 5600) and bad Hynix AFR chips.
It sits and plays with 100 frames on most video cards after my setup
I also have 90-110 frames on 5600 on most maps without strong drawdowns
Its a fake, how do i know? Because in every single game, community, group, moderators are instructed to dement all kinds of informations that are not publicly posted.
Stop spreading misinformation, thanks.
Just be hopeful atleast, this could bring down their want to help us if all we do is criticize them. Have hope
critique is what gets u changes, not hope. Sadly
Take war thunder as prime example. Community had to uproar, critique the game for them to change few things.
your right i guess hopefully they do optimize it soon this game is way too good to be thrown away like that
He kinda confirmed that optimization are going to come in 9.0
Didn't say if 9.0 was in 6 months or 1 year tho
Here, take these tin foil hats

The patch notes linked are fake, from what I'm told these deep fakes are made by the Mosin carbine & knife enthusiast, Bill Nye.
If you continue to be provocative and are just here to cause a stir, you can sit in the naughty corner for a time out.
There's no real timeframe, it's unpredictable when the main bulk of optimizations will be ready, as they're tied to quite big changes at the foundational level. Could see smaller optimizations being broken up between multiple patches, leading up to the main bulk of it in v9.0.
Hey, dubs. Did I ever told you about the secret squad cow level?
Can’t wait to see what are the upcoming optimizations, I’m pretty curious what approaches are taken to make the framerate smooth. For me it’s actually the most satisfying part of the whole game industry - getting as much as possible from the hardware by elegant algorithms.
Hopefully we will see it soon.
Ever heard of Factorio ?
Do you know about Sins of a Solar Empire 2 ? A sequel that add little content over Rebelion, but has overwhelmingly positive reviews anyway because the devs knew, contrary to OWI, that optimization was more important than content because performance issues hindered Rebelion in late game ?
Actualy competent developpers who invest their time and effort meaningfully exist, not everwhere sadly
I already mentionned Planetside 2, but this game is a school case of wasting dev time.
They though they knew better than their whole community, for years. Turns out that finaly bit them back.
Now they have to merge servers to try and keep the game alive
ps Duke, it's a fake because Bill Nye made it up. He's just a regular old troll in the general lobby that loves to cause chaos with fun patch notes 😄
3rd person i heard made it. Seems They cant even decide who made it!
Okedoke bud.
I heard it's merged with the super secret pre-ICO level.
if i go out of zoom i get monster legs drops to 30 fps from 100fps. rtx3070 with 5800x3d. and the shader compilation stutter sucks
here a person with the same processor has significantly more frames in the game. Something you're doing wrong
and the game is more stable
I can help you set up the system🤙
after setup🤙
@static cosmos
Does your guide contain information on how to hide some effects ?
My build can handle ultra settings but for gameplay reasons I would like to hide some smoke effects,
Namely, and consider that a complain, OWI devs, that an Abrams reload in 6 seconds, and the smoke effect generated by its shots landing on me or on the ground right before me last longer than that.
I have a clip of a duel against an Abrams that I lost cause I literaly couldn't see anything. He spammed sabot in my face and 80% of the time I had smoke and couldn't see a thing
That + the fog that made him not so visible at barely 500 meters, cause apparently since the devs can't figure out a way to fix render distance issues they just put a massive fog on all layers
That or for some reasons that I cannot understand devs legitimatly thing it's a good thing gameplay wise to not be able to see a thing past 600 meters, dunno
I do not know the settings responsible for visibility in the game. except to reduce the quality of the effects in order to reduce the resolution and number of frames of the effects. But I think that DLAA(DLSS) somehow affects visibility
the neural network draws silhouettes of people and equipment well
in the fog and just over long distances
I'm also sure that the neural network captures the silhouettes behind the effects, so I'm sure
No gonna use DLSS anytime soon since i have an AMD GPU
I also don't like thoses AI tricks much. I think the image is blurry and used
Thanks for the info tho
I agree, the soap is bad from Dlss. But the silhouettes of equipment and people are drawn well from the neural network
maybe with unreal engine 5 they will add Amd fsr 4.0, But it’s also doubtful as Dlss
with the engine such technologies are added

Coming soon
in most games there is no as you can see
for some reason
and in general there is no sense in this technology
Ryzen 5 5500 +- normal CPU. What the GPU you have?
1050ti? 50-60 frames can be obtained stable
if 1050 2gb, there is a problem
Here's a man who managed to set up a system with very shit Samsung C-die chips
Good, we can make 70-90 fps
setting up RAM
Can you say motherboard and Ram
It’s bad
if the operative is not configured, then it is better to enable
but you can get much better results if you set it up yourself
we can set it up for you tomorrow
Can you download thaiphoon-burner
And show your cheaps
I need this picture
Tomorrow evening, probably after 18:00-20:00Almaty(city) time
just after work
Good
made him 70 fps
What did you do for him to make him get 70 fps more or 70 fps?
I just set up the RAM
I didn't configure the RAM completely. The person refused further adjustments because he was satisfied with these results
Did he get 70 fps or +70fps?
as he said, he had from 10-40 frames that were not stable
I managed to take 70 frames more or less, maybe it was possible to do more if the settings were fully done
Did you make changes in the bios? On native(2k) dlss I am getting around 70-90 fps but I use dsr and upscale the game to 4k, with dlss quality I get around 80-110 fps, but depending on the maps or areas of maps it changes
Yes, we went into the BIOS
From the fact that your FPS changes due to DLSS, I can assume that you are focusing on the video card
what is the your configurations?
I have all the settings on low, except post processing, the game still looks very good, even better than my native on ultra, because it's upscaled to 4k. Rtx 3080, i9 10900k
you using DSR or Resolution scale?
Back in 7.1 I used to play on my native with DLAA, ultra settings and I was still able to get 120 fps. With all the new updates and optimization loss, I can get max 70 fps with stutters
Dsr on 2.25x
we can see what's wrong and adjust chips
although maybe after the update you forgot to install DX12
according to you it is very similar, because the loss of frames is very strange
After all the performance loss on Squad, I just started undervolting my gpu and cpu. I still get the same or even more fps than overclocking them. It just makes them way more quiet and doesn't use that much voltage
Nah I tried everything possible, back when 8.0 came out, I tried everything, there was even this weird stutter issue caused by network, which finally got fixed
No, not that I know, I got it on default, only xmp maybe. 32gb 3600mhz
can you send me to see the timings
I think that's the problem
can?
How do I do that
Do I need to be ingame or smth?
no
only dowload ASROCK timings configurator
and send picture
in programm
is this overclocking ram what you did with the other feller you helped out?
the program allows you to look at the timings that you have set with your xmp profile
just look. I would like to know only about your memory
I set it up for two people here - it helped
yeah workin on it
I get this problem..
nevermind
how do I reset it?
close and open new
When I open the program, this shows up, than asrock program opens
By the way, do you have 4 or 2 RAMs on your motherboard?
problem, memory controllers on processors only work well with two sticks
there is still something that can be done
and that is?
I still need to find out the chips on your RAM
can dowload thaiphoon-burner
and share it
all 4
setting up 4 RAM is a lot of work
Is there like an official site where I can download it
its not all the time . hope it will by fix with ue 5 update.
Fix gun fighting … ICO 2.0 or squad is dead … Vaseline eyes and wobbly gun fights it’s time for a change a huge change … bring back the fun in the game
Realistic gun fighting …. Realistic ballistics and gun fighting … nobody wants assassins creed movement nobody wanting running and gunning. nobody wanting either VASELINE EYES AND PARKINSON gun fights … jumping across streets for missing whole mags because you been blind for 45 secs because a projectile flew over your head and you lost your sight in a style which is so badly programmed by any means … „new player friendly“
v8.2 is mostly ICO balance focused, some big changes, some small.
Now please keep this thread on topic.
finaly
"Gunplay Tuning"
I wonder what that means and looks like might get it this month too.
Is Frame Gen coming back to SQ?
Where did you get this from
Brother I hope in good … ICO gunfight is whack ain’t nobody shutting us down like this
Use simplygon or instalod to make LODs with reduced draw calls
And stick to this when the UE5 switch comes
Nanite is objectively slower
Their last twitch stream
Yea but atleast you don't get lod popping with it
If LODs are done right
You'll barely notice any popping tbh
Sure it'll require more LODs
But I'd take that any day over low fps
"If done right"
Do you know what company your talking about here
Hey
Simplygon and Instalod makes it easy
Like you can't mess it up lol
If there's a will there's a way
Well
Atleast I think
5.3 or 5.4 has more efficient rendering code so that should take some load off the gpu
Save a screenshot of your current settings!! OWI updates in the past have reset all mouse sensativity so it might happen again!!
Next major patch(v9.0) is optimizations focused. The upcoming patch(v8.2) is primarily ICO Balancing.
optimization with ue5?
Yes, a large portion of optimizations will be focused with UE5. A lot of optimizations & potential optimizations are tied to new tech and foundational changes that UE5 opens doors for.
alright, can't wait to play with stable fps xD is it already announced when v9.0 release?
No date, other than will be in 2025.
okay then, good luck for the team (especially for the coder) haha
Will Ue5 fix the light vehicles physics? In terms of driving the light vehicles are most problematic at this moment.
@latent shoal so gun fight fix is planned now the next weeks ? ICO 2.0 ? Vaseline eyes and wobble gobble aiming fix with the next update ?
With Chaos physics, it means things like two middle tires popping won't stall the whole vehicle, it'll also mean better track simulation to traverse bumpy terrain. All of Squads physics are being rewrote due to PhysX being unsupported in UE5, as Chaos replaced it.
Yes, 8.2 will be released later this month. It's not exactly ICO 2.0, more so ICO 1.5 in terms of balancing
i hope the whole upgrade won't be just making driving easier, what I expect is more realistic behavior of vehicles - because vehicles should mainly stick to roads and not be as mobile as infantry is for example
and I'm asking about light techies mailny with only 4 wheels
With Chaos, it makes things easier to adjust varying vehicle behaviour based on terrain physmats and environmental conditions. I wouldn't expect complete realistic behavior, but definitely more consistent and reliable than in current Squad.
What is huge upgrade in squad for me, compared to old project reality is that vehicles are rather using the roads instead traversing right through any terrain, and I'd like it to stay like that. Would be also nice to see improved physics, however letting vehicles drive anywhere is not a good direction - and that's what i've seen on twitch stream - buffed mobility. You can teoretically achieve same outcome with current physics engine by tweaking parameters. Basically for me the upgrade should make vehicles less frustrating to drive (i.e. you could expect more realistic behavior), yet not overly and unrealistically mobile.
Vehicle physics shown on the stream, are very early iterations and are being constantly adjusted. Tracked vehicles are the most far a long in terms of progress(still early phases too).
https://www.youtube.com/watch?v=29ZZTlJt9K8 in unreal engige 5.5 there not fix the stutters. its all over UE Games. till now there no fix.
Progress with Unreal Engine 5 continues apace with the latest 5.4 revision of the engine, delivering big performance increases and new features, including improvements to ray tracing. Epic's also trying to tackle #StutterStruggle, but to what extend has it succeeded, both in demo software and in Fortnite - the firm's Unreal Engine Showcase?
Sub...
@vague mulch
I dont exactly get your point about vehicle driving
Wheeled vehicles are pretty okay except for very light vehicles like techies and recently added WPMC SUV. Thoses cars slides like on ice even when they are on a road
A slight turn and you're drifting like crazy
And tracked vehicles are pretty bad are what they are supposed to do
Tracked vehicles are supposed to be slower, but can manouver in rougher terrain, climb steeper slopes
In Squad however a 30° bump can block a T72
And with terrain not beeing destroyable and some bushes having hitboxes for unknown reasons (Hello Sanxian where all bushes will block an Abrams), tracked vehicles actualy have a very hard time going anywhere except on roads and open fields
You can block a 60 tons challenger on a tree trunk or a few rocks
That looks awesome, will create more of a want for tracked vehicles. I noticed a lot of people, including my teammates, don't like using tracked vehicles just for the sheer fact that they are slow and they get hung up on everything. Those new physics look way better and traverse things in what seems like a more realistic way! Excited for the update!
Will we have better performance on UE5 than now? Because UE5 is not really known for its optimization and neither is OWI for that matter... it would really bother me a lot to have less performance after the optimization update than now you see?
UE5 isn't known for good performance, because most games using it, push for ultra photorealism using quixel scans that they have not adjusted to be game ready. Then bloat the world/maps with props etc then just add Nanite to everything. Hoping upscaling will "optimize" the game.
UE5 has a lot of paths, that lead to multiple doors, that lead to a lot of opportunities to optimize the game, due to new tech & systems that help tackle some of the primary issues causing Squads performance issues.
If you do an update like what you have accustomed us to in recent years we will still lose FPS despite a promise of performance. I would really like the pattern not to repeat itself and that you have changed in the direction
Will the game support 40-series RTX frame generation in the future?
UE5 apparently ruined the starship troopers when it got ported, frames went bye bye. We will be able to play Squad when the hardware catches up in 4 generations
oh no 😢
Which Starship Trooper ?
The bad one or the good one ?
Extermination is a bad fps that runs awfully while Terran Command is an okay ish and even maybe good RTS
My opinion on Extermination is based on its state when released so may be outdated
But danm it was bad when it launched
I have a question, will the future port to unreal engine 5 increase or lower fps?
Or will the system requirements be higher?
I heard they wanted to implement it in a way that would optimize the game drastically
Yeah let’s hope because optimization isn’t the best in ue4
I honestly think we'll see fps improvements
They have so many routes to optimize on UE5
Use MASS where feasible, use instanced actors, don't use nanite, and epic improves various things under the hood with each update
What has always been frustrating about Squad is some graphic settings and maps look awful despite performing bad. For example Ambient Occlusion has always been the worst i've seen in a game. Maybe with UE5, not only will things look better but be optimized as aswell because they've had the time to implement them properly
Ok nice that’s cool to know
the requirements for the number of cores and threads will be greater
minimum 6/12
because having tested games on Unreal engine 5, more threads are used there than on UE4
"the finals" sometimes loads all 12 threads. in simpler games I saw at least 8
that doesn't necessarily mean the requirements went higher
that's just a sign of better optimization as the game is fully utilizing the resources it has available
Yes, the point here is that four-core processors, for example - 12100f, are losing relevance in the game. If the game really uses 8 threads, then you won’t be able to play on such processors
in Battlefield 2042 on 12100f performance is lost by 50% if other programs are enabled in addition to the game
i tought my gpu is stock til everyone saying they got stutters and shitty fps with high-end pc
what about the configuration
He has problems with 4 memory modules
it has B-Die chips. But they can’t even be overclocked normally
rtx 2060super i5 12400f 16gb ram, on medium settings i get 40fps on full servers, i get froze for 5 second litteraly my fps down to 1 every 6 7 minute idk why
with this configuration you can get 100 frames
i locked my fps on 60 so when i get fps drop not get stutter but i have it already lol
can you come pv and explain more ?
I managed to set up a person with the same processor, he had 90 frames on Fallujah
That's not how it works every time
I see what you mean for battlefield but that's due to how the devs optimized it
For unreal engine
As far as I can tell, the parallelization improvements they've made to better utilize multi core processors allow more cores to work on what is essentially the same task
So if you have another program open in the background
You just won't be seeing an improvement rather than a slow down
And higher thread counts usually just mean better resource utilization so better optimization
Yo what! I got an RTX 3050 and an i5 11400 h laptop and I manage to get 45 fps on a 98 player full server
Epic textures and high shadows btw
And 8 gb ddr4 ram
Yall playing on some potato tier pcs ngl
That brave lappy is outputting 45 fps on Squad, impressive
Yes because Squad is CPU demanding and a Laptop CPU is too weak.
I was saying this because I managed to get higher fps than someone with better hardware
To be perfectly accurate, fps numbers don't hold any meaning unless the resolution is specified
Like 1920 x 1080p with 0 upscaling, as a classic build
If it weren't for a laptop, it would be 80 frames
in a squad you can achieve 60 frames on very old hardware. I set up a person with 1060 6gb and 5 3600, he managed to take 80 frames
I have a lenovo laptop with a 3070 ryzen 7 5800h and 32gb ddr4 3200mhz ram. I play at med-high setting 2560x1600. Frames are terrible, constantly stuttering. Ive seen you tell others with more dated hardware they could achieve higher framerates. Could you give me your advice on what to optimize?
If you have a working BIOS on your laptop, this will help
from the settings only DX12 will help you
the only setting that increases fps in the game
is there a timing setting?
I'm away from my computer at the moment, when I can, I will look ASAP and let you know. Thank you for helping me.
np
May you expand upon this? Seems interesting that the newer engine runs better?
In theory
The engine itself has some minor improvements out of the box in terms of performance gains, but nothing major. The main things is the refined systems within UE5 compared to UE4, and some of the newer tech available.
If being utilized correctly, this new tech and more refined systems have potential to improve performance in a lot of trouble areas for Squad. Some examples;
- Nanite : This tech is great when used correctly, such as being utilized on larger assets like cliff faces, buildings and larger static objects like statues etc. It can reduce drawcalls(one of Squads biggest issues atm) significantly, while improving visual fidelity of these assets with little performance hit, with the added plus of virtually 0 distant culling needed for these assets, so no more LOD pop ins or assets popping in and out at distances, while retaining performance.
- Improved lighting & shadow tech : It's a lot more robust and more performant in a lot of use cases than UE4's(Especially with the latest UE5.5) and can help tackle more draw call issues that plagues Squad. This excludes Lumen, which is quite performance heavy in a lot of use cases(Lumen is currently TBD for Squad, most likely won't be used).
- Improved audio systems : The new tech have potential to reduce the CPU hit from larger more complex soundscapes(also has better 5.1 & 7.1 support)
- Improved networking and asset streaming : Will make things easier to manage the backend to improve server performance and network reliability.
It's no silver bullet, it's dependent on how these opportunities are taken advantage of. So far, all the correct things are being done.
Outside of this, there's a lot of workflow improvements, which means a lot less headaches for developers. Then there's also improved things that tackle some long term issues in Squad, such as ghost sounds and weird vehicle physics.
Yo sry for all the oppression and hate about the optimization of the game 😭 We didn't know how close UE5 really is
We still don't
Saying 9.0 comes with a UE5 update doens't mean when it will be actualy released
However, it DOES make sens to NOT optimize the current version of Squad, if a jump to UE5 is being worked on and the promised improvements are to be seen when the game runs on UE5.
Most likely, the developers working on UE5 are not the same who makes the content, like WPMC.
So it all makes sens to have your programmers prepare the UE5 transition while your others devs make a new faction on the current UE4 instead of beeing idle.
The end result is that a new content patch is released while Squad runs like ass despite the poll hugely prioritising optimisation, but if OWI explained things properly from the start instead of making a poll and then seemingly not caring about it, it would have been far better
No, what I was trying to say that we thought we wouldn't get an optimized game for a long time, with all these small and late coming updates we had in the past months. Now I know why we always got so little updates.
Coming from Squad's current huge pop in issues and then suddenly everything runs on Nanite and you can properly see the whole map would be a huge improvement
I hope the devs nail it
And then
When the day come you can finaly see at long range without massive fps issues or objects simply not rendering
Maybe they'll have a reason to delete that stupid fog which limit the visibility to 600 meters
The whole point of the ATGM rework was to make them ass at short range and exellent at very long range
So it would be about danm time Squad technicaly allows that
Smoothing in a squad will do, although not the best. The trees don't flicker, that's already a success
Well, the fog isn't that bad
there are worse
yea i agree, even with AA off doesn't look like a deep fried felafel
optimization is key, don't care what visuals looks like, nowdays i can't even barely drive a heli
i got 10 fps get freezed for literally 10 freaking sec almost every minute, smashed into ground and get perma ban for killed half of team lol
As soon as the memory kits arrive, I will help you🤙
he managed to take 60 frames, we can certainly take 80 frames for you
This sounds... amazing? I do feel like game doesn't run as well as similar shooters but I do think there's something else beyond just draw calls that is an issue. There is like this micro-stuttering when an event like a grenade exploding near another player makes the game just barely pause for a split microsecond or something but eventually subsides. It's like the first few interactions in the world by the player make the game chug occasionally.
But Squad is the only game that does this unfortunately.
It's amazing, yes, but also requires a lot of trial and error and proper use to get the desired results.
Draw calls is one of the main issues for Squads performance problems, which directly impacts things on the CPU side of things. But there is also a lot of smaller things that add up too. Squad is a highly ambitious title, more so than most shooters - That is basically pushing UE4 to it's utmost limits due to it's scale, player counts and feature sets. Which these things are some of it's main selling points, with more coming(and wanted) and unfortunately come at a cost.
Squad is not only pushing UE4 to it's limits, but server hardware and peoples computers(mainly CPU) too. 100 players in a server shooting and blowing each other up, with vehicles doing the same, people building Fobs, particle effects all over the show, large maps with a lot of objects - It's a lot of info to process, especially since it's all real time.
There's a handful of games that compare to Squad in terms of the aforementioned, all have their own issues tied to the exact same things, just each team has handled and prioritized things differently to address these things. OWI has always had some prioritizing issues when it comes to dealing with technical issues(like allowing tech debt to build up significantly) - Which was a major learning point and has adjusted how things are done, just is a slow process to correct the problems so they don't occur again.
Totally understand that there other aspects and many other games that have similar issues. Just sharing my own personal observations it just feels a bit more complex than only draw calls. Hopefully this just gets Squad on UE5 faster.
maybe you should try flying it instead of driving it
sry for my bed england
sure
we just want to play on higher fps even doe we have high end pc it is still hard to play the game smooth
OWI hire me pls
why all unreal engine games have so much fps problems?
Maybe they have the best picture and most stuff you can make. but not for gaming 😄 render films or company stuff.
unreal engine is ass
what the high end pc?
Developers either do not want or cannot create their own engine for specific tasks
That's why there are so many poorly optimized CPU-dependent games on the Unreal engine
The squad is well optimized. But due to Unreal engine 4 it is processor dependent
on a 1060 6GB video card and a Ryzen 5 3600 processor I got clean 80 frames without dropouts
Adapt to new realities. You need to configure your computer
110 fps on falluhah
on an already old 5600 processor
💀
i have a 3600
i used to get 110 fps on max settings
but then that lighting update and all the new settings messed up my fps
(just let me turn of contact shadows its so expensive by default)
low shadows and turn off contact shadows
same
totally agree that
i think we could have that being an option, where some server could force full shadow and effects for better simulation, while other could run on archade mode to enjoy the game compeition
)like what we used to have a special mode in semi official competition
From last update really have too much fps drops, I try from good desktop same, i try from laptop its same. rtx 3070, rtx3060 with low settings max 50-60fps
i also get 110fps looking at nothing
How?
Gpu doesn't matter that much, it's the cpu
there was a point with the enemy
even if he was looking in the other direction, there were also 100 frames
setting ram timings
@latent shoal what kind of serious company in any endeavour doesn't have timeframes for projects that really want/need to complete?
You've misinterpreted. There's obviously internal goals and deadlines set, just nothing that can be publicly given as those deadlines are constantly moving dependent on a lot of things - Especially when it involves migrating to a new engine.
There's no real public estimate, as it's unpredictable and can only really be gauged when it gets closer to a more finalized state.
Give it to us when its ready otherwise the reputation is going to take another beating
Frame Per Second ❌
Frame Per Sometimes ✅
Frames probability suprise
Frame Pacing is about as smooth as reworked ATGM's trajectories
stalker 2 out came so now squad isnt worst optimised game i played lol
Stalker 2 was made by Ukrainians while they are receiving russian bombs
I wouldn't compare that to some peacefull canadian hutt in the snow
@void valve
I have a few questions.
-
Are you going to work and improve blueprints and re-write part of those into code, which can improve game thread performance?
-
If and how are you going to utilize render thread multi threading introduced in unreal 5.4?
-
Are you going to improve helicopter physics too?
-
When saying that you aim for 60 FPS, what kind of hardware CPU and GPU are we talking about?
4b : in 1920x1080p, right ?
Ue 5.4 ? Ist this confirm?
UE 5 - no .x confirmed.
hi, what is the configuration if it's not a secret?
- Dont have an answer to that right now!
- Dont have an answer to that right now!
- Maybe! Theres some awesome stuff coming with Helicopters, but as of right this instant, it isn't something we have someone actively working on.
- Thats not information I have right now, ill see if its something that can be included in the next devblog though.
The exact 5.? That we are going to use has not been announced, as we are deciding which one to use based on some of the features and drawbacks some of these updates have had. I know there was one of them (5.2 or 5.3) that gave a lot of devs a lot of trouble so all i know is that we are avoiding that one.
Let's let the people who know what they're doing decide. Normally, people always think that the newest is the best. I hope the new graphics options are just settings in the game that people with old hardware can leave off. Fortnight also has Lumen and Nanite, so options in the settings. With activation in 1080p resolution, I only get 50-60 fps with RTX 3070 🫣 I have to say, I'm a bit scared.😅
Didn’t they move to Czech Republic before the war even started?
My laptop has an Intel i5-12450HX CPU, an RTX 3050 GPU with 6GB VRAM (60W TGP), and 24GB of RAM. Can it run this game smoothly?
No, not a chance. Save your money and don't buy this game. This isn't the right place to ask those questions though
No you cannot as I'm going to buy new hardware soon and this question is not related to what I've asked the devs. Stop chasing me and others and telling your fairy tales about superb stable FPS.
I do the usual thing)
Just because you buy new hardware, it won't get any better. Because the memory is not configured by the manufacturer of your RAM and motherboard
There will be no stable picture, unfortunately. On laptops the memory subsystem is very weak
I would hope for 60-80 frames with drawdowns
people generally underestimate memory settings
And you think you're the only one who knows that? I will immediately overclock each core of the CPU putting golden cores on maximum frequency to gain most of the performance in this unoptimized pile of turd.
overclocking the processor very rarely gives an increase

on Ryzen, raising the frequency by 1-3% will affect FPS
I saw a significant increase only on the 12th generation when overclocking 12400f
Like this
can be overclocked to 5 GHz. And get 7600x performance
From what I could find, the studio was in Kiev. They partially move to Prague during the war while retaining some activity in Ukraine, and some developpers had to go to the frontlines and died.
Couldnt find anything accurate but it looks to to be like that
Try and tell us
I will
Worst case, buy some liquid nitrogen and push that bad boi to 6,2 Ghz
Im Building it in Tomorrow
Yes. But you still need to adjust the memory
X3D chips are less memory dependent than Intel though, aren't they ?
96 MB of l3 cache still does not allow you to play without memory settings
Well it does actualy
My PC runs Squad fairly fine and all i did was use the XMP profile
Wym?
Only caveat is that sometimes the XMP reset to factory setting without warning
if Ryzen had xmp profiles working. Then it would be possible to do without fine tuning
They have
It may not be called XMP but they do
When you buy a kit that has a frequency higher than 2800 you have to use XMP to actualy get it
it is also called xmp. but some manufacturers sometimes call it "expo"
Whatever the name realy
No one on this planet sells "gaming" memory kit without xmp
Unless you buy some 20 bucks trash that runs at 2666
xmp profiles on risen do not set up timings at all, because of the problem they get stuck
Why do timings matters that much anyway ?
What's the difference beetwin a carefully set up ram and one you just activated XMP on ?
20-30%
I have the tested
Check pm
Yes ?
Timings without adjustment are too high
xmp profile does not configure memory the same way as on intel
Ryzen processors must be configured manually
Sounds like a lot of trouble for something with unknown benefits
Jokes on you even if i do all of this it will probably have 0 impact anyway
the manufacturers are just very lazy idiots
Cause im GPU bottlenecked
you have the rx 7900xt?
My GPU ran above 95 % last time i played
Yes I do
3dcash allows you to get maximum FPS in this game. But it will not be stable and will have drawdowns and stutters
if you don't configure the memory
Paired with a gigachad 5800X3D that will allow me to skip an impressive number of generations
If im not too lazy I might go play some Squad this evening to check the frame pacing
I didn't notice problems in particular
If im beeing honest though, Broken Arrow came
I didn’t test 5800x3d in the squad. But I can imagine that it is comparable to the 7600x somewhere
And swoop all the players I knew were playing Squad to it. And now that the open beta is closed they are playing Roblox instead of Squad cause Roblox is simply better

brokea arrow is a really good game. It's a pity the playtest will be closed soon
Na, 5800X3D is amazing, far better than a 7600X
maybe this is the case in the squad
Even in today's benchmark it still holds impressively well
Check out Gamer Nexus and others
Some game that heavely benefit from X3D have the 1th place as the 9800X3D, 2nd place as 7800X3D and 3rd place as 5800X3D
It's realy impressive
In general, I also plan to switch to 9800x3d when it becomes cheaper
in Kazakhstan the price is very high
Anywhere else it is too
The price is fairly high
I would like to upgrade just for funzies but I actualy have 0 reason to do so
My rig is very high end and I won't get much out of an upgrade
I have the same situation with the 5600. It’s surprisingly enough for me
If you run 144 hz then yes
5600 is enough for many games at a pleasant 100 frames. So I see no reason
But if you buy a 600 € OLED monitor that runs at 2160x1440x360, you'll find the CPU lacking
Monitors saw crazy improvements thoses last years, again
Then you don't know much about how ue4 operates and why the game is heavy for game thread and render thread and what are the overclocking capabilities of golden cores got Ryzen 7, 9 CPU series. You think 5 GHz is a lot?🤣
🍿
I know that GHz in games no longer affects

processor architecture is important now
Exactly, but he thinks he knows something no one knows about 😁
12400 at 4 GHz and 5600x at 4.65 GHz have the same performance

I mean he did help some folks achieve results so it's not like all he says is bullshit
X3d doesn't even work with squat, but AAA games🤣
Yeah, maybe the guys who don't know anything about computers.
Do you know what is game thread and rendering thread is in ue4?
3dcache is very good in CPU-intensive games. But in general, when there is no emphasis on the processor, then 3dcache is not required in some
4/8 threads game using
In squat there is CPU limit and still x3d doesn't give much.
Bro, I don’t know what you’re doing. But I just help people

Do you know what is game and rendering thread and why those are the most burdened?
Ok I just told you you were off topic to what I've asked and that I don't need your help cause I know more. Just leave it then instead of arguing.
UE4 processor dependent. If this were not so, then there would be a minimal increase from memory settings
Jedi what's your point ?
Are you saying overclocking the CPU will net better results than setting timing for memory ?
Why would someone do only one of the 2 instead of both ?
You don't know anything about it 😁

Ue4 is 2 threads dependent. If you manage to overclock 2 of CPU cores to possible maximum you should get much better performance.
And it is possible as modern CPUs have at least 2 golden cores.
Is that even a good idea ?
play some good game on frostbite for example. Please note that the difference in frames is not colossal if the memory is not configured
Not adjusting the CPU is a loss of calculation power.
If you overclock and always use the same 2 cores all of the time wouldn't they degrade faster ?
He is still🤣 talking about memory
Nope if it's in the limit and no 2 cores are not degrading but the whole CPU. But you don't need to overclock to 100 Celsius
What do you mean good games on Frostbite ? Pretty much all Battlefield games except for 3 and maybe 4 sucks ass 
The translator translated incorrectly. This meant technically good games, for example battlefield 1-5
4 threads and 8 threads
I though the used cores varies to split the load and the degradation, guess I was wrong
threads 12
after 8 threads there is no more growth
I also specially overclocked the processor for this
Is that your 5600X ?
What GPU is used here ?
4070
Cause i hate to break it to you
But the results are ass
75% top GPU usage
That doesn't sound incredible
You did go from 130 to 160 fps though
Your point is that this increase was achieved through memory tinkering?
What kind of degradation are we even talking about? How much % over 5 years for eg.
these three photos show how many threads the game uses
4, 8 and 12 threads
This place has a lot of CPU load, so I tested it here
and at the training ground 180-200 frames
It's just that I heard that SSDs balanced the load on all of their cells to balance the degradation and not have a cell die prematuraly. For some reason I guessed the same principle was applyed to CPU cores but I was wrong apparently
Ok, but yeah the rule is simple. Until you don't push the CPU like you think it is cooled with liquid nitrogen it is fine. It is just adjusting the CPU for maximum performance in a reasonable range which will be higher than factory settings, that's all. Squat needs 2 cores to run at a higher frequency.
Ok, thx. Waiting for more info.
if the voltage is not too high. Then nothing will happen from the frequency
I have a successful processor, it can hold a frequency of 4850 at a voltage of 1.275
but compared to 4450, the difference is 1-5%
frequency is not particularly important in games. If you only work in programs you will need
on ryzen
?
Frenquency does matter a lot in games though ?
That's kinda the reason why Intel overclocked the 13th and 14th gen so much that they are melting
due to the peculiarities of the zen architecture, frequency overclocking does not give much
14th generation really sucks
I'm sorry but that is simply wrong
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AMD's Ryzen 7 9800X3D CPU has been the best launch this year, so we decided to overclock it with liquid nitrogen. Joe Stepongzi joins us to extreme overclock the 9800X3D to over 6.0 GHz for real gaming benchmarks in Stellaris. This includes our pre-stream setup and build, trouble...
I don’t know why they decided to overclock the old architecture and sell it under a new generation
On previous Ryzen gen overclocking was simply impossible, but on the current one it does
so this is a 3dcache processor
it has a lower frequency than regular processors based on zen architecture
Bro 6,2
and with an open multiplier it became better
Frequency doesn't really matter in normal games, unlike squat. Not only because it's unoptimized, but simply 100 players multiplayer with a lot of vehicles and physics. Also server performance matters, but this is another topic.
significantly. Because the processor now does not compensate for the frequency with 3dcache
the 7800x3d had a problem that due to the low frequency of the processor itself, the FPS dropped where l3 had no effect on the FPS
Frequency does matter in a lot of games tho ?
RTS and strategy games are a niche genre nowadays but there are CPU heavy games
and 9800x3d solved a similar thing
simracing games too
Of course I agree. But really squat is probably one of the most demanding games and it's heavily unoptimized.
I recently set up a person with a very old processor. He had 60 stable frames at 8700k
@young drift hi bro
That's a lot🤣
You may not believe it. But we sat and tested on different servers, under different loads
I believe it, but it's low as ....
but the processor is very old
2017 year
I generally had 40-50 frames on the i5 8400f
it's just fucking unplayable
The game is from 2015, released in 2020 as 1.0
in comparison with some Tarkov, much better
In Tarkov, some locations can have 100 frames. And then 60 frames on the streets of Tarkov
really crappy optimized game
FPS jumps very high there
Most of the squat performances are probably lost because the game is made of UE blueprints which should be changed to code a long time ago.
Another thing is rendering thread multi threading which is already present in UE 5.4 (which of course needs to be implemented) and an example of how it can boost performance is the War Thunder engine.
the war thunder engine is really good
I'm really looking forward to unreal engine 5, I hope it will be like in the game The finals, where 12 threads are used
It is. I was surprised to launch it after many years. My old laptop can run 144 fps on a 1440p monitor.
I'm very hesitant about how it will be implemented and when.
By OWI
@rotund echo in general, I revised my knowledge. Zen 4 and Zen 5 receive only 5-8% from overclocking, but better indicators of 1% and 0.1% by 20-30%
you don't get anything from overclocking on zen 1-3. You just need to fix the frequency
I don't think so. The game itself is just low poly imo.
The squad is also low poly. But his game engine is very choking
in squad 1060 you can have 75-80 frames. But all the bottleneck is from the processor because of the engine
Guess mods don't like ytube links.
After years of suffering in squad I finally got 170 fps on my 7800x3d and 4060 ti 16 gb , glad im finally getting 15 kills a game
and i still have drops to 45 fps with a 5600x and a 3070 ti
You need an x3d cpu
Or the game needs some optimization
Ye but the slow community of this game would stone you to death for saying that
And tell you to buy an x3d cpu
here I recently set up people with 5600, I also have 5600
stable 90-100 frames usually
there is no need for 3dcache if 90 frames is enough for you
Moreover, with 3dcache there will still be drawdowns without configured memory
What setting's do you use
ultra
The settings do not affect FPS in any way. Only if your video card is very weak
only DX12 can increase FPS
What do you do to get 90 to 100
timings
Ok i will do that thank you allot
There are a lot of different chips in the world. And everyone's chips are different
I will set it up
I don't think you have the same chips as me
I will figure it out
even if you have bad chips, it's not a problem. Any give a significant increase
The fight for a frequency greater than 3600 allows you to get 1-3 more frames. So there is no need to run after the frequency
Can i send you a screenshot when i get home of my chip
Thank you
if you can, send it from thaiphoon-burner app
I'll send you the application in private messages
Ok
"Review Published 2nd November
Played the beta like a year or so ago, ran perfect looked great, downloaded again today and I can't run the game even on the lowest settings. I dont know what happened but its totally unplayable now."
Starship Trooper : Extermination
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27045

Top Kek
Guess OWI's habit to turn their games' performance into hot trash is true on all of their games
At this rate it's better to leave Post Scriptum (recently renamed Squad 44) in a corner instead of working on it
;
"Devs...Please listen to player feedback. This game is not ready for release. Even with a top end PC in 2024 the game performance is quite terrible...even for unreal engine which is one of the most popular game engines out there. I am not sure why they released this game in this state? The servers crash about every other match and when you do get into a match its just a lag fest of bugs warping around and people from China talking in VoiP.
I have given up on trying to play/enjoy this game. I even bought 3 copies for my friends so we could all play it together... =,("
I swear the more you read the funnyer it gets
"I have literally never seen a game have an Early Access period as stable and enjoyable as this game, only to become completely and utterly unplayable upon hitting 1.0. It is genuinely staggering. I am not angry or frustrated over this; I am simply fascinated. It is incredible how far this game has fallen. I should know; I played the Early Access so much I was account level 75 by the time launch happened."
.
Sounds like a shadow update man
.
"For those looking to buy, here is the most important piece of information I can give: The transition to UE5 utterly destroyed this game, and it is now a nonfunctional, laggy, unplayable mess. All the promising, basic but completely functional elements that were completely functional pre-engine-update are now at best buggy, at worst literally nonfunctional. Do not buy it. It does not work." (same review)
.
Danm that Unreal Engine 5 upgrade to come on Squad is promising
Here is the full review :
https://steamcommunity.com/profiles/76561197960487331/recommended/1268750/
I have literally never seen a game have an Early Access period as stable and enjoyable as this game, only to become completely and utterly unplayable upon hitting 1.0. It is genuinely staggering. I am not angry or frustrated over this; I am simply fascinated. It is incredible how far this game has fallen. I should know; I played the Early Access...
"the performance dips down into an utterly unbelievable 1-4FPS slideshow - an unplayable quagmire that's literally shocking to look at"
Just
like
it's so focking funny
please ppl, read that review
STE is more CPU bound than Squad, due to having to calculate a lot of AI, animations, sound sources, buildings etc etc in very small and confined spaces. But has provided a lot of great learning opportunities for the team when it comes to understanding UE5 and it's underlying systems.
Patrick talks in detail on some of things on the live stream and in the latest Dev Blog.
https://www.twitch.tv/videos/2300137072?t=03h37m36s
STE also utilizes Lumen(Which Squad on UE5 won't be for now) and a lot of players turn it on rather than having it off. Then they set it to hardware Lumen, which is a lot more taxing than software, so it's kind of a double whammy. These two things combined are some of the main reasons for the difference in performance between STE UE4 and UE5 versions - Outside of increased enemy(bug) counts, persistent blood etc etc
I myself float around 80fps with max settings(aside from Global Illumination on low) and drops to around 50 - 60 fps on final horde. Which isn't the best, but still playable.
Need to dig into why there are several spots on maps like Fallujah, Goose Bay, Harju and Black Coast that have random severe FPS drops between objectives.
Literally every day I play on these maps, linear pathing between objectives takes a severe FPS hit.
For example, on Fallujah running on the northern secondary roads west to east between Commercial and Blue Mosque you can see your FPS drop by a factor of 20-30 fps or more if there is Commander actions in use; heavy smoke; high concentration of troops and vehicles with smokes deployed.
No rhyme or obvious reason that I can see. No mesh integrity preventing movement but the FPS hit is there.
My PC is middle tier (i7-7900K not OC’ed, 32GB RAM; W11 and all FPS games on separate SSDs; RTX 2080 (8GB VRAM).
Quite an old processor.
I’ll say for the hundredth time that most likely you have a memory bottleneck
You have a processor with index k, I recommend that you overclock it. Because the technical process on Intel is much better and overclocking allows you to get more performance
there was a person with the usual 8700, he managed to make a stable 60-70. You can achieve this when overclocking.
here's a man with 8700
But AI even in UE4 can be utilized on a other CPU core (multi threaded), so in fact it is laughable that a game with AI vs real 100 players performs worse.
They still don't know how to do that? 😁
Yes you can offload AI onto another thread, but is not recommended unless you put a lot of resources into to make it functional. AI is game-thread bound and trying to offload AI outside of the game thread causes a lot of complications, since UE5 has very minimal multi-thread support. It requires a lot of development resources to get multi-threading working when it comes to trying to offload specific thread bound things. You didn't know that?
Squad has 100 players typically spread across 1000s of meters, which means specific things can be culled and not replicated, as they're out of view and not relevant to the player. In STE, there's 16 players and upwards of 100 bugs all within 100 - 200 meters, fighting in and around what is essentially a super fob that is being ripped apart. That means animations, sound sources, particles etc are peaking at their limit and only being held back due to prioritization limits.
It's a lot more complex than what you think.
"as they're out of view and not relevant to the player"
Well, how about thoses insane pop in issues and not rendered decor that Squad is plagued with ?
Like entire houses not rendered at 500 meters
Quick question on that topic
When the game does not render something at all, does it save GPU ressource only or does it save CPU ressource too ?
If, by some kind of miracle, LODs were implemented for somethings other than trees, hence solving the pop in issue by rendering an ugly texture instead of not rendering anything, would that approach be viable or would the CPU load be about the same as if the game just rendered the full thing
I ask cause there are so many times when you shoot someone, deals 0 dmg without knowing why, and they you realize you just shot an invisible wall while aiming for the vehicle that stands behind it
Also, pls nerfs helicopters so that they die when hit by 120mm sabot regardless of range. It's so annoying to see a heli casualy fly away after eating a 120mm in the ass
I think I know more than what you repeat after someone. Multi threading of AI requires any kind of serious resources to put effort and make real changes to the game code that will provide a realistic performance boost. Most of the other games and devs do that optimizations to the engines they use, because it's basis of this kind of game.
Another case is UE 5.4 that provides parallelization for rendering thread which itself would provide a significant performance boost. Of course it requires real work.
Do the OWI developers want the UE engine to be fully optimized and adjusted for squad or STE specific requirements?
In fact STE probably doesn't require game thread but rendering thread optimization and this itself would provide better performance.
Otherwise what is the plan? Empty promises, lies and patching 1000 of minor code issues?
It is very simple. It requires actual game developing effort saving time on releasing copy/paste content.
https://www.youtube.com/watch?v=lJu_DgCHfx4 looks like Lumen is not the best. nvidea light technique in the finals ue 5 game works really good. hoe lumen will by only a setting to turn off 😄
https://threatinteractive.wordpress.com
🚨 Official Threat Interactive Discord 🚨 https://discord.gg/7ZdvFxFTba
We are a new indie game studio working on a new IP but a couple years ago we discovered a huge narrative behind optimization that was not only destructive to realism and motion, but also false. This false narrative is being abused more ...
I'm not repeating after someone, I'm talking based on experience working in UE for over a decade.
Most development studios that are dabbling in proper multi-threading are working with in-house engines that are tailored for specific things. A lot of developers these days are working with third party engines - Which most have very basic support and requires custom engine level revisions due to thread bound entities, so they can expand on that support and get it to a point where it's actually beneficial for the project.
STE is using UE5.3 and won't be upgrading anytime soon, some issues with UE5.4 were had from memory. Might see it moved to 5.5 at some point.
Squads approach to UE5 is different to the approach that STE had for UE5 as they are very different in design and have different use cases, though there's been a lot of things learnt from working with UE5 in STE that is beneficial to Squad.
Lumen isn't currently something that will be a focus for Squad in UE5, it's being experimented with, but very likely won't be touched due to performance issues.
we will see how it will work. I think from the GPU side the game is fine from optimization. only the cpu side needs to be fixed. I fix it with an update to 5800x3D 😄
It saves both GPU and CPU resources, since the less objects/material being rendered in view, results in less draw calls. It also means lesser sounds, animations, particles to be processed.
The distant pop-ins are due to culling values set for specific objects/actors, it's hard to dial it in to a point where it's not visible from most sightlines and elevations. Though this will be changing with UE5 as important objects are utilizing Nanite, which means no more invisible buildings and walls at long distances.
In this case you I hope you know what I'm talking about. It still surprises me that the company is getting ready engine and refuses to put even small effort into optimizing it.
I'm almost certain that Squad problems with CPU performance starts from blueprint code which was never optimized (part of it re-writen to code), which is proved to provide up to 30% of performance boost.
Game thread multi threading cannot be done and this is something engine creators need to work on but rendering thread optimization is there and it's manageable, so not going for UE 5.5 would be at least imprudent.
Anyway time will show if they will finally manage to do optimization or only the propaganda like the last time when V2.12 shadows were forced with huge de-optimization and devs claimed they optimized the GPU side, when everyone knows the CPU side is the problem.
We will see 😁
@static cosmos hey, ive seen you help people so i wanted to ask personallyy,
im on a ryzen system with a more than capable gpu (3060 ti w/ 5600x, 16gb of ram and installed on an ssd)
but the game runs terribly, its generally giving me low fps and its stuttering every 4 seconds or so, ruining the exprience
is there anything you could do to help me out?
let's see
ye
Check pm
And they remove the message. The usual OWI stuff. Anything that proves optimization isnt their priority gets removed. Oh well. Good job mod, keep censoring.
-# Vencord is useful.
Well, anyway.
A request, according to the topic of the thread:
Please consider not using UE5 Nanite as you stated in your official blog, its not in any way superior to LODs besides requiring even more powerful PCs. 😉
If you're going to accuse, you better be 100% sure you are correct and not it being your own fault, for not having link perms. You need to self-assign link perms or your messages with links will be auto deleted by the bot. Dial back the attitude unless your goal is to also be removed. Head here to assign roles.
https://discord.com/channels/91294111071469568/417733337071747072
For your statement; Traditional LOD in some use cases, is more beneficial than Nanite, yes. But the same goes in reverse. If you have large landscapes with A LOT of large repeating objects(cliffs, boulders, buildings etc) it's more beneficial to utilize Nanite on these things, than utilizing Instances and LOD's, especially if your goal is to avoid culling pop-ins.
The problem is a lot of people utilize nanite in the wrong way, either using it on a lot of small repeating objects, or using it on literally everything. Which are wrong use cases for the tech.
Lumen also isn't on the list of things to come, it's being experimented with, but not planned, as mentioned above a multiple times.
A lot of relevant blueprints were shifted over to c++, which was apart of the previous tech debt cleanup. Still a lot of room for improvements though and overall code revisions is a huge focus for the UE5 migration.
The UE5 patch will be the biggest Squad patch since alpha 10, in terms of tech and optimizations. And testing is looking promising so far, still a long way to go, but very promising( I have been testing it)
armchair game developers sound off
In this case I have nothing more to say and will judge them by the actions.
I know that transition to UE5 can be beneficial in terms of performance, especially the rendering thread optimization if done, and done properly.
We will see what's gonna happen this time.
@steady hamlet But most of the developers are working from their desks sitting in the armchairs, so what are you talking about? 😁 I won't tell you where I'm writing from right now.
Are you aware of the colloquialism "armchair ___"
I am, but you just repeat some normie text from the internet and you think you're cool, so I'm making jokes about it.
I think you might be chronically online
It's not "normie text from the internet".
It's a colloquialism that's been used for generations.
It is and I guess you will give me more.😁
Dunno why you're assmad about it but pop off ig.
It's a common phrase to denote someone speaking as an official on something without authority or experience.
A lot of which is happening in this thread.
Perhaps you are personally offended by such a comment, to which I might suggest: get over yourself
And you think you have authority to babble about something and someone you don't know repeating normie text from Internet 😁
oh brother. touch grass.
I just see a bootlicker with nothing to say and feel obliged to straighten things up a bit😁
pop off lil bro.
Cause a normal person would join the conversation with something to say instead of random text from the Internet
the only thing worth saying is you are being cringe.
Touch grass, another one internet normie text, give more🤣🤣🤣
Don't get personally offended by a general comment
You wet tissue of a human being.
Cringe, that's a generation Z normie text, anything else?🤣
89 kid😉
You might go into cardiac arrest.
This is a thread about optimization requests. Not whatever this self serving nonsense you're high on.
If you give me more of the normie text and this time the ones that IDK then maybe
Have you read my preview messages normie? Or you just came with a bootlicking text from the Internet?
I could not care less about what you have to say.
Why did you get personally offended by the comment?
Do you feel as though you may be one referred to by such a label?
I know and that's the essence of what I'm talking about normie 🤣🤣🤣
Nope I just said I see some bootlicking normie with nothing to say so need to explain a few things with a baby.
And till the very end and probably for the rest of your life you will be some random company's bootlicker. Sleep well my little Prince.
me when im delusional
I would like to thank this gentleman for actually responding to people.
Dubs is a good man, takes time out of his personal life to respond to even the most vitriolic narcissists gently and informatively.
I thought you went to sleep my little Prince of clean boots.
I say it's high time to talk honestly about optimization after years of lies and misleading.😁
Either way that man is doing the lords work
In fact it's far from, but if you feel you have to say that. 😁
How did it work out for Greyzone warfare using nanite for huge scale map with repeating bojects ey? 😜 .
Im sure OWI has Devs exprienced in multi-year usage of Nanite... oh wait.
Well, time to line the pockets for new pc.
And i mean, Ban me if you want. If thats what you're seeking.
He could just not deal with it and say fuck it
GZW's issue wasn't nanite, it was forced Lumen and Ray tracing. Also didn't help they're using super high res photoscans sucking away at their texture budget.
I'm not seeking to ban, just a friendly warning to not make accusations if you lack information to back your claim. Makes you look silly when you're at fault.
❤️
Have enough official threads on UE forums, and even Epic Forums with various tests, comparisons etc. etc. to back up claims showing how beautifully Nanite eats your FPS compared to classic methods + LODs. But oh well, we shall see after years of failing to optimize the UE4 engine they worked with for so long. Maybe this time.
Still IDC and nothing is for free.
The landscape of UE5 and modern game optimization is bigger than selective and entirely non-exhaustive benchmarks from random forum posts.
Trying to look at other games like GZW which have optimization issues and blaming it wholesale on something like nanite without any further context is just silly and uninformed.
Performance optimization doesn’t just stop at clicking the nanite button and calling it a day. It still requires an appropriate usecase and tweaking to work well.
It’s worth keeping in mind as well that Nanite is particularly good at rendering more objects at a greater distance with lower impact to FPS, which is a common issue in Squad with its numerous buildings and extreme viewport distances. It’s able to remain performant in significantly more detailed scenes.
Consider the existing issues where buildings and other map objects are culled at great distance, especially like when in helicopters at altitude, while HABs and other player placed objects still render, allowing for a cheesy method of finding enemy deployables. Is it more or less performant to be able to render many more of these buildings at distance with minimal impact to FPS? Is it better or worse for the game to solve this issue?
The story of optimization doesn’t start and stop with a single checkbox in the editor.
It would be just as incorrect to claim that Nanite should be enabled on everything, all the time, regardless of usecase. It’s a tool like anything else and of course poor usage of that tool can result in poor outcomes.
It’s no magic wand for performance. Traditional, hand optimized, LODs can potentially outperform it, yes. It does incur some overhead to dynamically scale object detail. These things are known, and should be somewhat obvious to those who are technically-minded.
Consider the difference between something like a nanite versus traditional low-LOD tree. It is common to use a “posterboard” LOD at distance, but the illusion quickly breaks down especially when viewed outside of a head-on angle. Nanite on the other hand is able to render based on the camera perspective, maintaining a higher level of detail and avoiding these limitations of traditional LODs.
Also, nowhere has OWI claimed that their optimization work boils down to something so misguided as “we’re clicking the nanite button!”
They have been upfront that the optimization they have been working on regards their own code; it doesn’t start and stop at UE5. They’ve talked about audio, physics, and per-tick optimizations.
They’re operating from a holistic approach to the problem, not touting magical fixes that will actually just tank FPS.
Also, can you think of a single game nearly as long running that is making such serious investment and change to these systems? Most game development studios would have left the game as “good enough” years ago. It’s insane to be so privileged and ungrateful that they are working on a free update to improve the game as a completely free update and not charging full price for “Squad 2” or something.
There was a lot of reason to be frustrated with OWI’s performance years prior, I personally have been critical of their progress and approach post-1.0 up until recently. They’ve managed to make serious improvements to both their development pace and transparency with the community and recent updates have been some of the most significant in the game’s history.
People in this thread are asking for real help, real optimizations, and you self-obsessed chucklefucks are clogging their feedback up with a weird desire to be right. Chill out. You’re not advancing the cause, you’re just giving Dubs gray hairs and they don’t even pay him.
Ok. In mean time go find out any program/game/app that uses Nanite, whilst previously using LODs, where there is visible updraft in performance for a normal player with a mid-pc. ❤️
biggest brain reply
read nothing, understand nothing, reply anyway
You have read critical threads about Nanite and nothing else, of course you have that experience.
You're falling for individual benchmarks that show issues in specific scenarios, which while they can be valid only show one pixel of a larger picture. There is anecdotal evidence of improved performance out there as well, but it's not nearly as controversial to drive several hundred reply threads in UE help forums.
If you hyperfocus on individual metrics you can absolutely find performance losses with Nanite, and nobody in their right mind is arguing that Nanite is some magical FPS increaser. Only people who have extremely surface level understanding ever thought that its sole purpose was make FPS go up.
But to stop thinking there is to develop no wrinkles in your brain. The purpose of nanite is that you can substantially increase your rendering "budget". While it does require some headroom for nanite to function, it also makes increasingly high scale geometry more "affordable".
Squad is one of the best usecases in gaming for such technology, having large view distances, and large numbers of detailed objects in a scene.
"nanite bad, actually" is a completely misinformed take, the true peak of Mount Stupid.
and I cannot stress this enough, the optimizations that they are working on have nothing to do with Nanite. They have specifically told us they have investigated and are working on major fixes to audio, physics, and per-tick calls that have nothing to do with Nanite, and that UE5 is not even central to this process.
Squad is notoriously demanding of the CPU, and these fixes may help reduce the bottleneck there, which may in turn improve performance at the low-end.
All this writing; but you still write the same thing.
Just longer, to seem 🤓
Not sure why. Either way. Fixing CPU bottlenecks is a small part of fixing performance. Nanite is part of creating the issue again. 😉
Is reading that hard for you?
This is an engine problem rather than a developer problem.
It's both. Using Nanite without critically examining impact is a developer problem.
Well devs are part of it aswell. Through their over-the years choices.
Previously there was only unity and unreal engine
Aswell as usage of some critically performance-impacting assets bought from UE stores.
In terms of free licensed commercially available engines, maybe.
The game is quite optimized. But the problems are mainly due to the engine
because bottleneck cpu and ram
OWI themselves have admitted and been transparent that there are current issues with optimization that are entirely due to game code, not engine issues.
UE5 might help them fix some of these issues, and UE5 itself is seen to have general performance benefit when talking about a vanilla upgrade from 4->5
but they have been very clear that they are working on optimizing things that have everything to do with legacy code and technical debt.
Let's not swing the smoothbrain discussion in the other direction here.
because we ran this game on a 9 year old processor and an 8 year old video card
and there were 60 frames
Thinking that Nanite will improve performance in all scenarios with no nuance or downsides is as ignorant as to suggest that Nanite will be worse in all scenarios.
You should also recognize that a LOT of Nanite performance discourse comes from prerelease UE5.
And is often mired by being intermingled with discourse on TAA and upscaling technology.
Unreal engine 4 is generally bad at multithreading. technically good game - fortnite uses 8 threads. But it heavily loads only 4 threads. The same thing happens in the squad
Virtually all game engines utilize a single thread for logic.
also pubg
Squad is multithreaded despite many ignorant claims otherwise.
the question is how the engine parallelizes these threads
Only if you are ignorant to how thread workers operate.
but the bottleneck is still present
These are not usecases where evenly splitting the load across all available cores is a realistic solution.
(or, more frankly, possible.)
You will not find many games at all out there that achieve even distribution of workload across all cores.
because the load is different
Because the threads are performing different work--because you can't just automatically split a workload across threads like some seem to believe.
Game logic, again in basically all games and engines, are often single threaded.
You can't just say "use 4 threads plz", that's not how threaded processing works
Threads in programming are largely isolated processes, communicating between threads is expensive.
Distinct processes are best split across threads, like Squad does for audio, physics, and games can do for things like AI processing.
These are not processes that require intimate coordination, unlike game logic which requires sequential processing for expected behavior to be maintained.
And to be extra clear, that's not to say there's no possible ways for Squad to better utilize available threads. Just to say it's completely incorrect to expect even utilization of those cores in 99% of games.
The problem with the squad is that for adequate FPS you need to manually configure the RAM. Otherwise, expect low FPS on average computers, as well as freezes and drawdowns
Let's say a person has an i5 9400f, without any settings the game will have 40-60 frames. And in the configured state there will already be 80 frames somewhere
Overall, I was surprised how well the squad works on any map.
with proper settings the FPS is quite stable
In Tarkov, even with a configured computer, expect different FPS in different locations, as well as drawdowns
like on the streets of Tarkov
You seems to forget quite a few factors regarding Squad :
-
Long ago, OWI promised to not have microtransactions. Now, they have.
-
OWI does not host ANY servers.
-
Because OWI does not host servers, they don't have to moderate them either.
Correct me if i'm wrong, but the only cost OWI has to stand is active developpement. They do not have to pay a penny for maintaining the game.
So yea, good thing they use that money to dev the game.
The main critic OWI faces is that they focused too much on adding content and let the performance go downhill over the years without giving enought care.
Dozens of bugs that impact gameplay have been left unchecked for years. Insane pop in issue that impact every one shooting something above 500 meters.
Overall poor performance and weird vehicle physics.
After all theses years and after adding content no one asked for (Turks and WPMC lmao), it was about time for OWI to realize that having decent game performance and less bugs would have a far greater impact than adding 2 factions barely anyone gives a crap about
Long ago, OWI promised to not have microtransactions. Now, they have.
Yes. They promised this at a time when the future of MTX was extremely embroiled with uncertainty and primarily consisted of Pay-To-Win functionality. The future of this aspect of the industry was extremely uncertain, and cosmetic-only mtx was only barely being explored at the time. They absolutely did reneg on this, no doubt. But let's be real here: are there p2w mtx? Is the mtx in-game distracting? Is the mtx pushed heavily?
OWI does not host ANY servers.
Not game servers, no. But it would be wrong to assume that this means there is zero infrastructure cost even just for the game itself, not to mention other costs like supporting tools or the costs of doing business.
The main critic OWI faces is that they focused too much on adding content and let the performance go downhill over the years without giving enought care.
Sure. This is a phenomena that affects the entire software industry and OWI is not immune from it. "Technical debt" is what it is called.
Dozens of bugs that impact gameplay have been left unchecked for years.
Absolutely. There was a significant period of time where OWI's progress and approach was dubious and was a large factor of why I lost interest post-1.0 and only recently have they turned it around. Remember 7.2 had 100+ bug fixes? It definitely didn't fix everything, hell even 8.2 just released with some really silly bugs. But it's clear they're making some efforts to address these long standing issues and that's part of the drive towards the UE5 update.
weird vehicle physics
Yes. UE5 and the update to Chaos physics (if that is what they end up with, I think they're evaluating another physics engine as well) are going to improve this drastically.
it was about time for OWI to realize that having decent game performance and less bugs would have a far greater impact than adding 2 factions barely anyone gives a crap about
I think you're pretty insulated to think that nobody cares about TLF and WPMC, but even putting that aside it's not as if all of the same people working on content are also responsible for bug fixes. 3d modelers are not the ones investigating the vehicle physics engine.
I'm not exactly sure what your point in all of this is. If you just want to rant about things that were bad in the past then pop off, king.
But OWI has made it clear they intend to improve on these aspects. All we can do is look forward to these changes and hold them accountable for what they do going forward.
Well sure, 3D modelers do not bugfix
But the programmers who do the bugfix now, what were they working on before ?
Hey as a reminder; OWI been promising to work on performance past ~7 years.
Yeah, totally.
I also love totally misrepresenting anything and everything possible.
Sounds as if they can't be hold accountable for the current and past state of the game
I certainly doubt any of us laymen would know. Probably working on other aspects of the game.
Oh, absolutely not. Like I have said prior, I am critical of OWI's progress and approach post-1.0
No. Look up how long squad is up. I would quote their past annoucements, but old patch notes, blogs and discord news are removed/archived away from public.
honeybear sweetie gumdrop I have been here since the beginning
Seein your messages; doubt it.
I am an original kickstarter backer.
I played prealpha.
I was not happy with OWI post-1.0 for quite some time.
And you still stick around after ICO, that's surprising
Yes. I do not think that ICO is some death knell change. I think it had it's flaws, certainly.
Im more surprised he's believing this much their promises.
Where its shown over the years; often wasnt delievered
Or if it was; in minimal impact.
Still remember talking about performance, pre v1.0, then forcing high shadows on everyone.
Yes, obviously I am a cultist with dubious morals who must be a bootlicker
Let's get real here. I want Squad to continue improving as much as you do.
what is the problem with good lighting?
They did not deliver for a long time, I absolutely agree.
I was nonplussed from 1.0-6.0 and significantly reduced my playtime.
I got my kickstarter backer rewards 8 years late, lmao
Don't take me for being a deluded fanboy. I am simply willing to look at the change they are making in front of our eyes, with the knowledge we have that is public.
Its not a change. These promises arent different from many others they've made.
Whether they'll finally deliver? Different story to tell
You can have that opinion. Mine differs.
That difference between us is fine. Let them prove it to you, I'm not here to convince you that they're godsent developers now or something.
I am not at all advocating that you do not be frank and honest about your experience and performance running Squad. I do not think that the game is in a perfect state, nor do I hold reservations that this update will suddenly reach perfection.
But now they will because they just said so ?
As random dudes who just play their game, can't do anything else than wait and see. But seeing the game's overrall performance and its evolution, i'm rather doubtfull about OWI's competence when it comes to make a game that runs good.
ESPECIALY when they said that they got some "competent devs" who worked on Starship Trooper, and now UE5 Starship Troopers is a dumbster fire.
I mean, if the games improve cool. If it doesn't i'll just play something else.
But I can't believe much of what OWI says untill I see it myself.
Remember the weird bug that made armor stronger dependent on world orientation instead of angle of impact ?
That's the kind of bugs they achieve
Funnily enough; that bug seems to have been existing ever since armor values were introduced.
And got found just then.
Yes, exactly.
Its even funnier that they havent fixed many bugs pertaining to infantry gameplay, yet claim to fix bugs and improve performance.
It's important to understand the context of where we are today. Squad is an indie title, OWI's first foray into developing a standalone game.
The boosted scoping, Running with Scopes. Many to count
They were quite literally a bunch of BF2 modders, many with no experience in the larger games industry. Many mistakes were made
They are still paying off the debt those mistakes incurred, and likely will for some time to come.
So excuse me, if im pessimist. But the lack of any credibility to what they claim leaves many people, including me, simply in belief that this is nothing more but another empty-worded blog.
And personally, my bet is that UE5 move will end up with even worse performance in the game.
You were sold a story and it didn't live up for you.
Maybe that will continue to be the case, surely.
Not even a story. Story was sold back in 2016. Currently its a stream of failed promises.
I do have a different opinion, but I'm not here to convince you to take the hope pill.
I'm not here to say that your experiences are wrong. My primary disagreement is with statements that oversimplify things like the Nanite performance story.
Will OWI implement nanite, and will it be good? Only time will tell. I would be just as wrong to tell you that it will make things better.
And, I will not tell you that. It is up to OWI to evaluate it and use it appropriately. It is up to them to do so, and I cannot wave a wand to make that so.
Now for 70 frames GTX 970 is enough.
I think that Unreal engine 5 will fix the problem with bottleneck cpu and ram
I do, however, believe that OWI has made serious and obvious steps towards improving their processes and transparency. Ceeg's community outreach has allowed us to peer behind the curtain of development much better than we have been able to see in the past, for example.
They're being honest and upfront about the issues they're tackling with the upcoming update. Whether or not you think they will fix them or that overall this will save the game from what is in your eyes an unacceptable state obviously remains to be seen.
We tested different hardware for performance. And we came to the conclusion that it is optimal for a squad to have such a configuration for 100 frames
the oldest hardware was probably i7 8700 without k
on such a processor there were 60 frames
and the minimum video card for squad GTX 970
for 70 frames
although you can probably get 55-60 frames at 1050ti
Add a disclaimer Only if you mess with your RAM settings, called overclocking
It is impossible to kill the motherboard in the BIOS. This is if you want it
Overclocking is when 7 GHz in the processor and 10 thousand in memory at outrageous voltages.

We only setup this
You wrote to me a couple of months ago. And then refused my help because of this fear?
Meh. Users are responsible for their own hardware performance. That is the reality of modern PC gaming as self-builds have become more common but education on it has been rather poor.
The amount of people who have not to this day enabled XMP for their RAM is too damn high.
Well, yes, now you can’t play many games comfortably without setting up your computer
I tuned 40 people and ten had 2133 in frequency
lul
and many module do not have xmp, also xmp is not a fix problem
xmp produces very strange values
this is a manual setup
TRFC, TREFI, TRC, FLCK and many other timings that affect performance, very strangely chosen on XMP profile
It's not Unreal Engine 5, it's US. OWI and the Squad devs just released one of the most incredible dev blogs I've seen in a hot minute. We get a lot of insight on the UE4 to UE5 transition, but also what's working and why some things aren't.
Full dev blog: https://store.steampowered.com/news/app/393380/view/4459221603601877515
🟠 Support on Pa...
lmao
not to long ago I was playing on
i7 6700
1060 3gb
and 16gb 2133 mhz cl 12 I believe
The assembly as a whole is outdated. Now setting ddr3 will only give a more stable fps
1060 3GB will do according to the idea. But there will be problems with soap graphics
I'm not even going to read this bootlicker tear out 🤣🤣.
OWI deoptimized their game with V2.12 forcing unwanted shadows, cutting out huge portions of players changing nearly nothing. It's almost 10 years of development and 5 years after 1.0 release and the game performs like total crap forcing users to buy newest, super overpriced hardware to even touch it with peace.
They're not working for any of the players, but to get new sales and that's all!
I talked to the devs many times and all they did was lie that the game is GPU heavy, so they were working on it and decided to downgrade the game.
I will never believe it before I see it, and then we will be back to this conversation with screens of everything that was written here.
Also, stop insulting people you miserable kid.
Gaming laptops suck. And there's no way to fix it
that's why your game runs worse than on 1060 6GB and i7 8700
You really think that writing a bootlicking wall of text will make you less ridiculous 🤣
You're just slow-witted. I told you what the reason for your low FPS was, and I calmly wanted to help you. But you, in turn, constantly showed off and were aggressive
You'll be surprised. But in any game, in addition to the squad, you lose most of your performance due to a weak memory subsystem
This is the price of autonomy.
The game works well on many computers. And those who don’t work most often have memory problems
I am passionate about helping people here. And everyone complained about low FPS and freezes, and after adjusting the memory, everyone’s problems disappeared
@steady hamlet As the person above said - you are responsible for system performance today
Overclocking RAM is safe. Manufacturers literally sell you overclocked memory all the time.
memory kits 2400 and 3600 frequency there is no difference. If they have the same chips
I don't have any problems, so back of poop brain memory freak. I already laughed about your memory theories and mania and I don't care about your opinion as you don't even know how an unreal engine operates.
I wasn't even talking to you but you insist with your narrow minded opinion that only absolute computer amateurs would consider as valid 🤣. You don't even understand the topic of conversation, so start reading with understanding first.
I showed you the proof of my words. But since you are a stupid shit-eater, I ask you not to contact society
Live in your imaginary world
No one cares about your braindead theories about memory poop brain. Most people who use AMD and DDR5 have it set to 6000 MHz CL30 you computer baby. You're too easy to understand UE optimization problems. Go back to your sandbox.
I never said or described any problem that I have. You just imagine it and gave me the solution for your imaginations 🤣🤣🤣🤣🤣.
No one asked you memory one-solution freak.
6000 mhz cl30 like a 7400 gear 2
amd is more affected by FLCK
amateur, please leave the chat
It's not my fault that this is the real solution 99% in the game
Do you understand that I never asked or described any problem, so you just imagined it and gave a solution for this imagination?
Real solution for ppl with 0 knowledge about computers? Who don't know how to run a XMP profile? Should I leave so you can still be a hero for computer toddlers?🤣🤣 keep ridiculing yourself.
You don't like me helping people. Did I understand you correctly?
From what I hear from you. That's what you don't like
You are a fucking strange person, please isolate yourself
xmp does not help people, I will repeat 100 times
You misunderstood again which means you're delusional with some kind of Jesus syndrome.😁
Please keep ridiculing yourself for my amusement.
Everyone who knows how to set up the ram is fine and they don't need you. You're not special 😁. You don't even know what game and render thread in UE is.
Are you bashing the table right now when asking me to leave your safe space?😁
I don't even want to talk with you. You are not special. I never asked you for any kind of help or opinion as it wasn't the topic of my original post.😁 Do you understand me or not?
I came here to practice my English. I also help people with problems. Now I hear from some Polish guy how I actually suffer from God syndrome and here I admire myself
Overall, you didn't say anything smart here. Besides how to overclock a processor with two cores "note" on AMD
overclocking gives only 1-3% more frames on AMD
On processors with TSMC technology, overclocking in games does not help at all. It only makes sense to fix the frequency for the sake of 0.1 and 1%
Maybe you have a complaint against me, thinking that I am Russian. But I’m ready to please you, I’m from Kazakhstan