#OPTIMIZATION REQUESTS

1 messages · Page 4 of 1

topaz blaze
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Gotta wait for the 50 series

rotund echo
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I don't know if you are a userbenchmark reader or if that is irony

plush bobcat
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fix the constant stuttering ffs

violet tendon
misty wind
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I see Squad 44 doing little playtests for optimization

violet tendon
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Is that so

magic elbow
violet tendon
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U loose performance if u play on dx11

timid quartz
# violet tendon 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.

slow pendant
plush bobcat
magic elbow
violet tendon
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When ads u loose 20-30 fps from dx 11

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If you play on a high fps

late totem
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what is the lossless scaling? where do i can read about it and/or install

crude jolt
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It applies frame gen to your game

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Why did you even ask tho i clearly explained it all

late totem
late totem
# crude jolt Steam

try it now, thx for info, I just have little input lag but it better than 40 fps in scope

crude jolt
crimson valley
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nvidia surrond 2 monitors 1080p and when i use scope i have fps drop from 120 to 40 and stutters lol why

restive mantle
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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 ?

sleek cove
slow pendant
restive mantle
vital radish
static cosmos
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hey guys

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this should help you

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Stock:

violet tendon
static cosmos
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I believe in you, you can do it too

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for translator: Если есть люди, которые смогут руководство перевести, прошу написать в личные сообщения. Вместе сообщество сквада - сила💪

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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

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The squad will have an eternal bottleneck of Processor and RAM, you will definitely have to configure your computer for adequate work

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I created a guide for this. But for now it's only in Russian.

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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

rotund echo
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Having more threads doesn't involve any improvement by itself if the tasks can't be split and distributed among them

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It's very hard / not possible to multithread operations that depends on eachother

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If the map could be split in areas and each thread would treat a designated area, then maybe you could multithread

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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

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Multithreading is incredibly complicated

tiny plank
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buddy this game is not that graphically impressive or CPU-depending nothing special techniques needed

static cosmos
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well yes, so the eternal bottlenet will be in the squad

tiny plank
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just better coding

static cosmos
rotund echo
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Sure, Star Citizen map is way bigger and more detailed

tiny plank
rotund echo
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But the main factor is the number of players

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Not so long ago Star Citizen servers were capped at 100, and even lower before

static cosmos
tiny plank
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Squad has one of the most client-sided coding ever u can literally cheat anything

tiny plank
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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.

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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

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The player models also don't have LOD I believe

static cosmos
tiny plank
rotund echo
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You mean to say Squad takes the first 4 threads even if thoses threads are based on 2 cores ?

static cosmos
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More than 4 threads you no longer get performance. Then it is parallelized between threads

tiny plank
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All the other threads are like mini threads for background stuff

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So at 4 CPU cores u get the most performance boost, and then it is diminishing returns for Squad

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So Squad is already parallelized quite a bit, using 3 CPU cores is actually decent

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And for how badly the game runs, it really doesn't need more multi-tasking, it just needs more efficient code

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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

rotund echo
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OOP ?

static cosmos
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Due to multithreading problems, 50% of performance is lost while the map is open

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kapets icons load thread

tiny plank
# rotund echo OOP ?

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

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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

static cosmos
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I would compare the game to battlefield. Frostbite uses up to 16 threads to play

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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

latent shoal
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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.

static cosmos
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I would also like to draw attention to the settings of RAM and timings

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this way I got overall stability of 20% increase in FPS

tiny plank
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with B-die upgrade I got like +50 FPS(100% improvement)

static cosmos
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Of course not a b-die. But also good Hynix CJR

tiny plank
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looks very good

late totem
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🔥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...

▶ Play video
rotund echo
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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

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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

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On a licensed, vanilla server

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Dude got banned cause I had the buffer video thing, fortunatly

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Was a once in a 1600 hours experience, but it happenned and I caught it on record

latent shoal
# late totem i literally saw video 5 minutes ago how cheater shoot w/out reload on spg. So se...

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.

quartz smelt
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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!!@@!#!@%

static cosmos
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I'll try again. We need people who can help translate the manual into English

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The guide will be able to help many users who encounter low FPS in the game

misty swift
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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.

static cosmos
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This is how everyone overclocks their RAM

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I really hope that the translator translated it incorrectly for you.

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I explained in detail how and why this was done

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I don't understand where you saw random timings

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I also don’t see where I advise people to set the maximum frequency

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I also don’t see where I advise setting the maximum voltage regardless of the chip

late totem
static cosmos
late totem
north current
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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

static cosmos
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Thanks for your feedback

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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

north current
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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

static cosmos
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good computersalute

quaint fiber
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30 fps on 1660

static cosmos
quaint fiber
static cosmos
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I had the same fps on 1050ti

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Looks like you have some kind of 8400f processor

last zinc
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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

rich ermine
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i mean if u have good internet u can play on geforce now free membership

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i play on that and it svery enjoyable

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i used process lasso to disable smt for this game and yet i still cant get over 60 all the time

wraith compass
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come here for my monthly checkup to see if the games been optimised so older pc spec players can play it... ????

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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

rotund echo
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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

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The game feels worse than before ICO, ATGM Rework and MBT cannons becoming inaccurate, but at least technicaly there seems to be an improvement

rich ermine
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i had a ryzen 5 5500 and a gtx 1050 and i was playing in 70- 80 fpas

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now i cant play over 40

rotund echo
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Ok lmao

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They found a way to mess up laser range finders on vhl

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Now the laser reference is somewhere random around the middle of your screen instead of beeing clearly indicated by the optic

vital radish
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8.2 design got leaked, dont wait for optimizations.

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8.2 has nothing to do with it.

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OWI once again lied, theres no optimization update after 8.1, They're going with more content.

teal jacinth
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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

teal jacinth
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i love to play squad but i aint paying money to get a brand new pc just not to get 30fps everytime i play

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and the gameplay too , with the new ICO its so anonying , there legit no realistic in those movement

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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

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  • they always make QnA take ideas from player but nah , they dont give a shit the whole thing of QnA was just for decoration
topaz blaze
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Ah right, just saw it

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Yes indeed, they kinda lied

mystic kindle
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Where'd it get leaked?

topaz blaze
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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

topaz blaze
mystic kindle
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Yall really believe anything

rich ermine
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lmao

silk merlin
silk merlin
vital radish
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Not knowing who exactly leaked, but decided to remove quite a few cause of that

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Good old attempts of discord mods to make it look fake

violet tendon
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🤡🤡🤡🤡

mystic kindle
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I love spreading misinformation

rich ermine
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they getting mrich from all the people with already good pc's that cna run this but absuing the ones that need the optimization

latent shoal
latent shoal
rotund echo
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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 ?

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People, free to add others things, like decor not rendering at 500 meters

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Insane pop in btw

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Silent radios also

bold pewter
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atgms not killing boats

static cosmos
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I also have 90-110 frames on 5600 on most maps without strong drawdowns

vital radish
rich ermine
vital radish
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Take war thunder as prime example. Community had to uproar, critique the game for them to change few things.

rich ermine
rotund echo
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He kinda confirmed that optimization are going to come in 9.0

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Didn't say if 9.0 was in 6 months or 1 year tho

latent shoal
latent shoal
# rotund echo Didn't say if 9.0 was in 6 months or 1 year tho

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.

solid cargo
vague mulch
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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.

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Hopefully we will see it soon.

rotund echo
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Actualy competent developpers who invest their time and effort meaningfully exist, not everwhere sadly

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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.

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Now they have to merge servers to try and keep the game alive

zinc wren
vital radish
latent shoal
limpid rivet
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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

static cosmos
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and the game is more stable

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I can help you set up the system🤙

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after setup🤙

rotund echo
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@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

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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

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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

static cosmos
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the neural network draws silhouettes of people and equipment well

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in the fog and just over long distances

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I'm also sure that the neural network captures the silhouettes behind the effects, so I'm sure

rotund echo
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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

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Thanks for the info tho

static cosmos
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I agree, the soap is bad from Dlss. But the silhouettes of equipment and people are drawn well from the neural network

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maybe with unreal engine 5 they will add Amd fsr 4.0, But it’s also doubtful as Dlss

static cosmos
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with the engine such technologies are added

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Coming soon

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in most games there is no as you can see

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for some reason

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and in general there is no sense in this technology

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Ryzen 5 5500 +- normal CPU. What the GPU you have?

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1050ti? 50-60 frames can be obtained stable

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if 1050 2gb, there is a problem

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Here's a man who managed to set up a system with very shit Samsung C-die chips

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Good, we can make 70-90 fps

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setting up RAM

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Can you say motherboard and Ram

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It’s bad

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if the operative is not configured, then it is better to enable

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but you can get much better results if you set it up yourself

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we can set it up for you tomorrow

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Can you download thaiphoon-burner

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And show your cheaps

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I need this picture

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Tomorrow evening, probably after 18:00-20:00Almaty(city) time

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just after work

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Good

static cosmos
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made him 70 fps

topaz blaze
static cosmos
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I didn't configure the RAM completely. The person refused further adjustments because he was satisfied with these results

static cosmos
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I managed to take 70 frames more or less, maybe it was possible to do more if the settings were fully done

topaz blaze
static cosmos
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Yes, we went into the BIOS

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From the fact that your FPS changes due to DLSS, I can assume that you are focusing on the video card

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what is the your configurations?

topaz blaze
static cosmos
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you using DSR or Resolution scale?

topaz blaze
topaz blaze
static cosmos
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although maybe after the update you forgot to install DX12

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according to you it is very similar, because the loss of frames is very strange

topaz blaze
topaz blaze
static cosmos
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and in general, did you set up the RAM?

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do you have asrock timings?

topaz blaze
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No, not that I know, I got it on default, only xmp maybe. 32gb 3600mhz

static cosmos
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can you send me to see the timings

static cosmos
static cosmos
topaz blaze
static cosmos
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asrock timings

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need this picture in programm

topaz blaze
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Do I need to be ingame or smth?

static cosmos
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only dowload ASROCK timings configurator

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and send picture

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in programm

topaz blaze
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is this overclocking ram what you did with the other feller you helped out?

static cosmos
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the program allows you to look at the timings that you have set with your xmp profile

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just look. I would like to know only about your memory

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I set it up for two people here - it helped

topaz blaze
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yeah workin on it

static cosmos
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can you reset program

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you have the bug

topaz blaze
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how do I reset it?

static cosmos
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close and open new

topaz blaze
static cosmos
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By the way, do you have 4 or 2 RAMs on your motherboard?

topaz blaze
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4

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4x8

static cosmos
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problem, memory controllers on processors only work well with two sticks

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there is still something that can be done

topaz blaze
static cosmos
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can dowload thaiphoon-burner

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and share it

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all 4

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setting up 4 RAM is a lot of work

topaz blaze
static cosmos
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check pm

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It would be nice to sell four RAM. And buy two 16 gb

limpid rivet
lime minnow
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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

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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“

latent shoal
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v8.2 is mostly ICO balance focused, some big changes, some small.
Now please keep this thread on topic.

magic elbow
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finaly

novel willow
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"Gunplay Tuning"

I wonder what that means and looks like might get it this month too.

velvet whale
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Is Frame Gen coming back to SQ?

lime minnow
analog egret
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Use simplygon or instalod to make LODs with reduced draw calls
And stick to this when the UE5 switch comes
Nanite is objectively slower

novel willow
mystic kindle
analog egret
mystic kindle
#

Do you know what company your talking about here

analog egret
mystic kindle
analog egret
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Well
Atleast I think
5.3 or 5.4 has more efficient rendering code so that should take some load off the gpu

earnest ingot
latent shoal
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Next major patch(v9.0) is optimizations focused. The upcoming patch(v8.2) is primarily ICO Balancing.

latent shoal
# junior laurel 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.

junior laurel
latent shoal
junior laurel
vague mulch
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Will Ue5 fix the light vehicles physics? In terms of driving the light vehicles are most problematic at this moment.

lime minnow
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@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 ?

latent shoal
latent shoal
vague mulch
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and I'm asking about light techies mailny with only 4 wheels

latent shoal
vague mulch
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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.

latent shoal
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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).

limpid rivet
# junior laurel alright, can't wait to play with stable fps xD is it already announced when v9.0...

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...

▶ Play video
rotund echo
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@vague mulch
I dont exactly get your point about vehicle driving

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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

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A slight turn and you're drifting like crazy

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And tracked vehicles are pretty bad are what they are supposed to do

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Tracked vehicles are supposed to be slower, but can manouver in rougher terrain, climb steeper slopes

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In Squad however a 30° bump can block a T72

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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

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You can block a 60 tons challenger on a tree trunk or a few rocks

barren silo
# latent shoal

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!

magic elbow
latent shoal
# magic elbow Will we have better performance on UE5 than now? Because UE5 is not really known...

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.

magic elbow
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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

shut tartan
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Will the game support 40-series RTX frame generation in the future?

tame tapir
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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

magic elbow
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oh no 😢

rotund echo
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Which Starship Trooper ?

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The bad one or the good one ?

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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

lunar fjord
#

I have a question, will the future port to unreal engine 5 increase or lower fps?

#

Or will the system requirements be higher?

lunar fjord
#

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

analog egret
#

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

floral mango
#

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

static cosmos
#

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

analog egret
#

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

static cosmos
#

in Battlefield 2042 on 12100f performance is lost by 50% if other programs are enabled in addition to the game

steady badge
static cosmos
static cosmos
#

it has B-Die chips. But they can’t even be overclocked normally

steady badge
#

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

static cosmos
#

with this configuration you can get 100 frames

steady badge
#

i get 100frames on small maps

#

seeds tbh

static cosmos
#

you have a hard bottleneck about the processor and memory

#

setup required

steady badge
#

i locked my fps on 60 so when i get fps drop not get stutter but i have it already lol

steady badge
static cosmos
#

I managed to set up a person with the same processor, he had 90 frames on Fallujah

analog egret
# static cosmos Yes, the point here is that four-core processors, for example - 12100f, are losi...

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

lunar fjord
#

Epic textures and high shadows btw

#

And 8 gb ddr4 ram

rotund echo
#

Yall playing on some potato tier pcs ngl

That brave lappy is outputting 45 fps on Squad, impressive

misty swift
lunar fjord
rotund echo
#

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

static cosmos
#

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

sleek cove
#

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?

static cosmos
#

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

sleek cove
#

I do have BIOS thankfully.

#

DX12 is on in squad.

static cosmos
sleek cove
#

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.

static cosmos
#

np

novel willow
misty wind
#

In theory

latent shoal
# novel willow May you expand upon this? Seems interesting that the newer engine runs better?

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.

topaz blaze
rotund echo
#

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

topaz blaze
rotund echo
#

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

static cosmos
#

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

steady badge
#

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

static cosmos
#

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

novel willow
# latent shoal The engine itself has some minor improvements out of the box in terms of perform...

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.

latent shoal
# novel willow This sounds... amazing? I do feel like game doesn't run as well as similar shoot...

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.

novel willow
summer venture
steady badge
fluid locust
#

Squad developers answer to optimization requests: 👇

sleek zenith
#

our only hope is ue5

#

😭

crimson frost
#

we just want to play on higher fps even doe we have high end pc it is still hard to play the game smooth

analog egret
#

OWI hire me pls

crimson valley
#

why all unreal engine games have so much fps problems?

limpid rivet
#

Maybe they have the best picture and most stuff you can make. but not for gaming 😄 render films or company stuff.

steady badge
#

unreal engine is ass

static cosmos
#

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

sleek zenith
#

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)

static cosmos
#

low shadows and turn off contact shadows

full rivet
#

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

lone moon
#

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

bold pewter
ripe cedar
topaz blaze
static cosmos
#

even if he was looking in the other direction, there were also 100 frames

static cosmos
fierce trench
latent shoal
violet tendon
#

Give it to us when its ready otherwise the reputation is going to take another beating

steady badge
#

Frame Per Second ❌
Frame Per Sometimes ✅

violet tendon
#

Frames probability suprise

rotund echo
crimson valley
#

stalker 2 out came so now squad isnt worst optimised game i played lol

rotund echo
#

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

modest oriole
#

@void valve

I have a few questions.

  1. Are you going to work and improve blueprints and re-write part of those into code, which can improve game thread performance?

  2. If and how are you going to utilize render thread multi threading introduced in unreal 5.4?

  3. Are you going to improve helicopter physics too?

  4. When saying that you aim for 60 FPS, what kind of hardware CPU and GPU are we talking about?

rotund echo
#

4b : in 1920x1080p, right ?

limpid rivet
#

Ue 5.4 ? Ist this confirm?

zinc wren
static cosmos
void valve
void valve
# limpid rivet Ue 5.4 ? Ist this confirm?

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.

limpid rivet
# void valve The exact 5.? That we are going to use has not been announced, as we are decidin...

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.😅

shut adder
shut tartan
#

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?

slow pendant
modest oriole
static cosmos
#

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

static cosmos
#

I would hope for 60-80 frames with drawdowns

#

people generally underestimate memory settings

modest oriole
static cosmos
#

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

rotund echo
violet tendon
#

Can my new 9800x3d run this game without stuttering?

#

I guess well see

rotund echo
violet tendon
#

I will

rotund echo
#

Worst case, buy some liquid nitrogen and push that bad boi to 6,2 Ghz

violet tendon
#

Im Building it in Tomorrow

static cosmos
rotund echo
#

X3D chips are less memory dependent than Intel though, aren't they ?

static cosmos
#

96 MB of l3 cache still does not allow you to play without memory settings

rotund echo
#

Well it does actualy

#

My PC runs Squad fairly fine and all i did was use the XMP profile

violet tendon
rotund echo
#

Only caveat is that sometimes the XMP reset to factory setting without warning

static cosmos
rotund echo
#

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

static cosmos
#

it is also called xmp. but some manufacturers sometimes call it "expo"

rotund echo
#

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

static cosmos
#

xmp profiles on risen do not set up timings at all, because of the problem they get stuck

rotund echo
#

Why do timings matters that much anyway ?

#

What's the difference beetwin a carefully set up ram and one you just activated XMP on ?

static cosmos
#

timings are adjusted for the sake of low latency

rotund echo
#

Yea and ?

#

How much actual effect does it have on stuttering and fps ?

static cosmos
#

I have the tested

#

Check pm

rotund echo
#

Yes ?

static cosmos
#

xmp profile does not configure memory the same way as on intel

#

Ryzen processors must be configured manually

rotund echo
#

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

static cosmos
#

the manufacturers are just very lazy idiots

rotund echo
#

Cause im GPU bottlenecked

static cosmos
rotund echo
#

My GPU ran above 95 % last time i played

rotund echo
static cosmos
#

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

rotund echo
#

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

static cosmos
#

I didn’t test 5800x3d in the squad. But I can imagine that it is comparable to the 7600x somewhere

rotund echo
#

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

kekw

static cosmos
#

brokea arrow is a really good game. It's a pity the playtest will be closed soon

rotund echo
static cosmos
#

maybe this is the case in the squad

rotund echo
#

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

static cosmos
#

In general, I also plan to switch to 9800x3d when it becomes cheaper

#

in Kazakhstan the price is very high

rotund echo
#

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

static cosmos
#

I have the same situation with the 5600. It’s surprisingly enough for me

rotund echo
#

If you run 144 hz then yes

static cosmos
#

5600 is enough for many games at a pleasant 100 frames. So I see no reason

rotund echo
#

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

modest oriole
rotund echo
#

🍿

static cosmos
#

processor architecture is important now

modest oriole
static cosmos
#

12400 at 4 GHz and 5600x at 4.65 GHz have the same performancekekw kekw kekw kekw

rotund echo
modest oriole
modest oriole
modest oriole
static cosmos
static cosmos
modest oriole
static cosmos
#

Bro, I don’t know what you’re doing. But I just help peoplekekw kekw kekw

modest oriole
modest oriole
static cosmos
rotund echo
#

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 ?

modest oriole
static cosmos
modest oriole
rotund echo
#

Is that even a good idea ?

static cosmos
#

play some good game on frostbite for example. Please note that the difference in frames is not colossal if the memory is not configured

modest oriole
rotund echo
#

If you overclock and always use the same 2 cores all of the time wouldn't they degrade faster ?

modest oriole
#

He is still🤣 talking about memory

modest oriole
rotund echo
static cosmos
#

4 threads and 8 threads

rotund echo
static cosmos
#

threads 12

#

after 8 threads there is no more growth

#

I also specially overclocked the processor for this

rotund echo
#

Is that your 5600X ?

static cosmos
#

but is 5600

rotund echo
#

What GPU is used here ?

static cosmos
rotund echo
#

Cause i hate to break it to you

static cosmos
#

resolution scale 50

#

in game

#

for max fps

rotund echo
#

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?

modest oriole
static cosmos
#

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

rotund echo
modest oriole
modest oriole
static cosmos
#

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%

rotund echo
#

4850 isn't impressive

#

Unless it's an all core Threadripper

#

Or an older Ryzen

static cosmos
#

on ryzen

rotund echo
#

?

#

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

static cosmos
#

due to the peculiarities of the zen architecture, frequency overclocking does not give much

static cosmos
rotund echo
# static cosmos due to the peculiarities of the zen architecture, frequency overclocking does no...

I'm sorry but that is simply wrong

https://m.youtube.com/watch?v=MZMQf3RwM8Q

Sponsor: Thermaltake Tower 600 Case on Amazon https://geni.us/wjtN
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...

▶ Play video
static cosmos
#

I don’t know why they decided to overclock the old architecture and sell it under a new generation

rotund echo
#

On previous Ryzen gen overclocking was simply impossible, but on the current one it does

static cosmos
#

it has a lower frequency than regular processors based on zen architecture

rotund echo
#

Bro 6,2

static cosmos
#

and with an open multiplier it became better

modest oriole
static cosmos
#

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

rotund echo
static cosmos
#

and 9800x3d solved a similar thing

modest oriole
static cosmos
#

I recently set up a person with a very old processor. He had 60 stable frames at 8700k

#

@young drift hi brosalute

modest oriole
#

That's a lot🤣

static cosmos
#

You may not believe it. But we sat and tested on different servers, under different loads

modest oriole
#

I believe it, but it's low as ....

static cosmos
#

but the processor is very old

#

2017 year

#

I generally had 40-50 frames on the i5 8400f

#

it's just fucking unplayable

modest oriole
#

The game is from 2015, released in 2020 as 1.0

static cosmos
#

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

modest oriole
#

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.

static cosmos
#

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

modest oriole
#

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

static cosmos
#

@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

austere tree
static cosmos
#

in squad 1060 you can have 75-80 frames. But all the bottleneck is from the processor because of the engine

austere tree
#

Guess mods don't like ytube links.

kindred cedar
#

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

fickle verge
#

and i still have drops to 45 fps with a 5600x and a 3070 ti

crude jolt
fickle verge
#

Or the game needs some optimization

crude jolt
#

And tell you to buy an x3d cpu

fickle verge
#

Yep

#

Thats why im sticking to hell let loos

static cosmos
#

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

fickle verge
#

What setting's do you use

static cosmos
#

The settings do not affect FPS in any way. Only if your video card is very weak

#

only DX12 can increase FPS

fickle verge
#

What do you do to get 90 to 100

static cosmos
#

timings

fickle verge
#

Ok i will do that thank you allot

static cosmos
fickle verge
#

I will set it up

static cosmos
#

I don't think you have the same chips as me

fickle verge
#

I will figure it out

static cosmos
#

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

fickle verge
#

Can i send you a screenshot when i get home of my chip

fickle verge
#

Thank you

static cosmos
#

if you can, send it from thaiphoon-burner app

#

I'll send you the application in private messages

fickle verge
#

Ok

rotund echo
#

"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

#

Starship Troopers: Extermination is a pulse-pounding co-op first-person shooter. Join the Deep Space Vanguard, an elite Special Forces branch of the Mobile Infantry, in the fight against the Bug menace and claim victory for humanity!Your trusty Morita Assault Rifle, support tools, and fellow Vanguard Troopers are all that will keep you alive whi...

Price

$29.99

Recommendations

27045

▶ Play video
#

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

#

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

rotund echo
latent shoal
#

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

Twitch

joinsquad went live on Twitch. Catch up on their Squad VOD now.

▶ Play video
#

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.

sleek warren
#

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).

static cosmos
#

I’ll say for the hundredth time that most likely you have a memory bottleneckkekw

#

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

modest oriole
latent shoal
# modest oriole But AI even in UE4 can be utilized on a other CPU core (multi threaded), so in f...

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.

rotund echo
#

"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

modest oriole
# latent shoal Yes you can offload AI onto another thread, but is not recommended unless you pu...

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.

limpid rivet
#

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 ...

▶ Play video
latent shoal
# modest oriole I think I know more than what you repeat after someone. Multi threading of AI re...

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.

latent shoal
limpid rivet
#

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 😄

latent shoal
# rotund echo When the game does not render something at all, does it save GPU ressource only ...

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.

modest oriole
# latent shoal I'm not repeating after someone, I'm talking based on experience working in UE f...

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 😁

lilac comet
#

@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?

lilac comet
#

ye

static cosmos
vital radish
#

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. 😉

latent shoal
#

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.

latent shoal
# modest oriole In this case you I hope you know what I'm talking about. It still surprises me t...

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)

steady hamlet
#

armchair game developers sound off

modest oriole
modest oriole
steady hamlet
#

Are you aware of the colloquialism "armchair ___"

modest oriole
#

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.

steady hamlet
#

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.

modest oriole
#

It is and I guess you will give me more.😁

steady hamlet
#

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

modest oriole
#

And you think you have authority to babble about something and someone you don't know repeating normie text from Internet 😁

steady hamlet
#

oh brother. touch grass.

modest oriole
#

I just see a bootlicker with nothing to say and feel obliged to straighten things up a bit😁

steady hamlet
#

pop off lil bro.

modest oriole
#

Cause a normal person would join the conversation with something to say instead of random text from the Internet

steady hamlet
#

the only thing worth saying is you are being cringe.

modest oriole
#

Touch grass, another one internet normie text, give more🤣🤣🤣

steady hamlet
#

Don't get personally offended by a general comment

#

You wet tissue of a human being.

modest oriole
#

Cringe, that's a generation Z normie text, anything else?🤣

steady hamlet
#

What are you, 86?

#

Relax.

modest oriole
#

89 kid😉

steady hamlet
#

You might go into cardiac arrest.

#

This is a thread about optimization requests. Not whatever this self serving nonsense you're high on.

modest oriole
#

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?

steady hamlet
#

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?

modest oriole
#

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.

steady hamlet
#

The only thing apparent from this discussion is that you are a bot

#

Goodnight

modest oriole
#

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.

steady hamlet
#

me when im delusional

violet tendon
steady hamlet
#

Dubs is a good man, takes time out of his personal life to respond to even the most vitriolic narcissists gently and informatively.

modest oriole
#

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.😁

violet tendon
modest oriole
vital radish
#

Well, time to line the pockets for new pc.

#

And i mean, Ban me if you want. If thats what you're seeking.

violet tendon
latent shoal
vital radish
modest oriole
steady hamlet
#

Dunning-Kruger effect poppin off in here

#

As is victimization complex and NPD

steady hamlet
#

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.

steady hamlet
#

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.

vital radish
#

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. ❤️

steady hamlet
#

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.

vital radish
#

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. 😉

steady hamlet
#

Is reading that hard for you?

static cosmos
steady hamlet
#

It's both. Using Nanite without critically examining impact is a developer problem.

vital radish
static cosmos
vital radish
#

Aswell as usage of some critically performance-impacting assets bought from UE stores.

steady hamlet
static cosmos
#

The game is quite optimized. But the problems are mainly due to the engine

static cosmos
steady hamlet
#

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.

static cosmos
#

and there were 60 frames

steady hamlet
#

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.

static cosmos
steady hamlet
#

Virtually all game engines utilize a single thread for logic.

static cosmos
#

also pubg

steady hamlet
#

Squad is multithreaded despite many ignorant claims otherwise.

static cosmos
steady hamlet
#

Only if you are ignorant to how thread workers operate.

static cosmos
steady hamlet
#

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.

static cosmos
#

because the load is different

steady hamlet
#

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.

static cosmos
#

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

rotund echo
# steady hamlet Also, nowhere has OWI claimed that their optimization work boils down to somethi...

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

steady hamlet
# rotund echo You seems to forget quite a few factors regarding Squad : - Long ago, OWI promi...

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.

rotund echo
#

Well sure, 3D modelers do not bugfix

But the programmers who do the bugfix now, what were they working on before ?

vital radish
#

Hey as a reminder; OWI been promising to work on performance past ~7 years.

steady hamlet
#

Yeah, totally.

#

I also love totally misrepresenting anything and everything possible.

rotund echo
steady hamlet
steady hamlet
vital radish
steady hamlet
vital radish
#

Seein your messages; doubt it.

steady hamlet
#

I am an original kickstarter backer.

#

I played prealpha.

#

I was not happy with OWI post-1.0 for quite some time.

rotund echo
#

And you still stick around after ICO, that's surprising

steady hamlet
#

Yes. I do not think that ICO is some death knell change. I think it had it's flaws, certainly.

vital radish
#

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.

steady hamlet
#

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.

static cosmos
#

what is the problem with good lighting?

steady hamlet
#

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.

vital radish
#

Its not a change. These promises arent different from many others they've made.

#

Whether they'll finally deliver? Different story to tell

steady hamlet
#

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.

rotund echo
# steady hamlet They did not deliver for a long time, I absolutely agree.

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

vital radish
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Funnily enough; that bug seems to have been existing ever since armor values were introduced.

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And got found just then.

steady hamlet
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Yes, exactly.

vital radish
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Its even funnier that they havent fixed many bugs pertaining to infantry gameplay, yet claim to fix bugs and improve performance.

steady hamlet
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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.

vital radish
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The boosted scoping, Running with Scopes. Many to count

steady hamlet
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They were quite literally a bunch of BF2 modders, many with no experience in the larger games industry. Many mistakes were made

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They are still paying off the debt those mistakes incurred, and likely will for some time to come.

vital radish
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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.

steady hamlet
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Again, I am not here to convince you.

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Pessimism is fine, and warranted.

vital radish
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And personally, my bet is that UE5 move will end up with even worse performance in the game.

steady hamlet
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You were sold a story and it didn't live up for you.

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Maybe that will continue to be the case, surely.

vital radish
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Not even a story. Story was sold back in 2016. Currently its a stream of failed promises.

steady hamlet
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I do have a different opinion, but I'm not here to convince you to take the hope pill.

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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.

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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.

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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.

static cosmos
steady hamlet
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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.

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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.

static cosmos
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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 framesKatW

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the oldest hardware was probably i7 8700 without k

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on such a processor there were 60 frames

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and the minimum video card for squad GTX 970

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for 70 frames

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although you can probably get 55-60 frames at 1050ti

vital radish
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Add a disclaimer Only if you mess with your RAM settings, called overclocking

static cosmos
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It is impossible to kill the motherboard in the BIOS. This is if you want itkekw

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Overclocking is when 7 GHz in the processor and 10 thousand in memory at outrageous voltages.kekw kekw kekw

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We only setup this

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You wrote to me a couple of months ago. And then refused my help because of this fear?

steady hamlet
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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.

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The amount of people who have not to this day enabled XMP for their RAM is too damn high.

static cosmos
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Well, yes, now you can’t play many games comfortably without setting up your computer

static cosmos
steady hamlet
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lul

static cosmos
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and many module do not have xmp, also xmp is not a fix problem

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xmp produces very strange values

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this is a manual setup

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TRFC, TREFI, TRC, FLCK and many other timings that affect performance, very strangely chosen on XMP profile

crimson valley
analog egret
static cosmos
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1060 3GB will do according to the idea. But there will be problems with soap graphics

modest oriole
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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.

steady hamlet
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Nobody was ever under the delusion you would be able to read, don't worry

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👍🏼

static cosmos
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Gaming laptops suck. And there's no way to fix it

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that's why your game runs worse than on 1060 6GB and i7 8700

modest oriole
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You really think that writing a bootlicking wall of text will make you less ridiculous 🤣

static cosmos
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every laptop has a bad memory subsystem. Why laptops suck

static cosmos
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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

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This is the price of autonomy.

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The game works well on many computers. And those who don’t work most often have memory problems

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I am passionate about helping people here. And everyone complained about low FPS and freezes, and after adjusting the memory, everyone’s problems disappeared

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@steady hamlet As the person above said - you are responsible for system performance today

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Overclocking RAM is safe. Manufacturers literally sell you overclocked memory all the time.

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memory kits 2400 and 3600 frequency there is no difference. If they have the same chips

modest oriole
# static cosmos You're just slow-witted. I told you what the reason for your low FPS was, and I ...

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.

static cosmos
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I showed you the proof of my words. But since you are a stupid shit-eater, I ask you not to contact societysalute

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Live in your imaginary world

modest oriole
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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.

static cosmos
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6000 mhz cl30 like a 7400 gear 2salute

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amd is more affected by FLCK

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amateur, please leave the chat

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It's not my fault that this is the real solution 99% in the game

modest oriole
# static cosmos 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.

static cosmos
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You don't like me helping people. Did I understand you correctly?

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From what I hear from you. That's what you don't like

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You are a fucking strange person, please isolate yourself

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xmp does not help people, I will repeat 100 times

modest oriole
# static cosmos You don't like me helping people. Did I understand you correctly?

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?😁

static cosmos
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pls wait

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im playing

modest oriole
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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?

static cosmos
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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 myselfpeepoTinFoil

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Overall, you didn't say anything smart here. Besides how to overclock a processor with two cores "note" on AMD

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overclocking gives only 1-3% more frames on AMD

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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%

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Maybe you have a complaint against me, thinking that I am Russian. But I’m ready to please you, I’m from Kazakhstan