#OPTIMIZATION REQUESTS
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Or some lightweight game
League of Legend will most likely work
But asking a 100 players 20km² map like Squad to run on this is very optimistic
Wtf
Yea
While searching for benchs I found that his AMD CPU was comparable to an I7 3700 or something
so it's not even bad
It's just
Squad is too memory constraint for it to work
Hence why I answered with an NVME drive plugged into a PCIE slot, but after checking for PCI gen 2 speed it appeared to be useless
Even that Russian RAM magician won't be able to save that DDR3
Can still ping him for funzies though
For the record the system runs War Thunder on Movie Quality at 80FPS
Arma runs very well with little to no issues and i can slam Crisis 3 at 40FPS stable on High Quality
Ironically when Squad is behaving itself and not doing stupid things with the audio thread it averages 80 FPS during arty bombardments in squad on high graphics. I'm pretty sure the issue is just shit optimization in Squads backend code.
The Wargame series: Runs fine with no issues. (60-120FPS)
Mechwarrior Online at Max Graphics: no issues or stuttering (60-80FPS)
Hell Let Loose: 60-80FPS High Graphics No stutter
Space Hulk Deathwing- Enhanced: 60-80FPS (occasional stutter on Max Graphics)
Battlefield V Max Graphics: 60-80FPS No stuttering
Just Cause 2: 60-80FPS on High settings no noticable issues
Hell, Cyberpunk didn't give me this many issues.....
GPU usually tops at around 53C usually less (I have adjusted the cooling to be a bit more aggressive)
CPU looks at the game and simply laughs (tops out at 60% usage even when the game locks up and just keeps chewing away and the temp don't even go any hotter than 53C
The Temps were pulled after playing Squad on High Graphics for over 4 hours straight.
and the fun part is the Heat Sink.... its STOCK
upgrading the system is not an option optimizing the game is
but NoOoOoOo It HaS tO bE yOuR rIgS fAuLt FoR gEtTiNg LoW fPs It SuReLy CaNt bE sQuAd HaViNg ShIt OpTiMiZaTiOn!!!!!
@crude jolt yeah sure. Just optimize your Squad, bruh, that's all
yesterday a guy told me about bad optimization of the game, he had 7800x3d and 60 frames in the game.
then it turned out that he didn't even have the xmp profile enabled
Nah but real bro I have shit performance with a decent rig ahahah
Should the game be optimized for such people too?
I don’t remember, what the configuration you have?
3060 ti, 11th gen 11700k i7, 16 g ram
Basically tried a lot
40-50 fps max
1440
Medium graphics
I think dlss is on
Other apps are closed
3060ti not enough for 1440p
Really?
Yeah
here a person on 10600k has 80-100 frames in the game on average, I don't think the problem is in the processor
What kind of motherboard do you have?
May you give me some time to look for that? I do not remember it on top of my hesd
Win+r msconfig32
Yep
It’s not the motherboard
oh shi
Do you happen to have a computer from thunderbot?
thats the only thing that closely resembles a motherboard
I advise you to reassemble the computer in general, in fact, the motherboard from alienware is terrible
well you see i am not a quite expert in that, and since its especially a alienware, they have some weird shit going on
i would have to watch yts tuts
would you know if theres any websites that check for compatibility for the parts i have?
You can install any video card. But I still advise you to reassemble it, because updating it is such a hassle
You are saying to reassemble the motherboard, as in getting a new motherboard, correct?
buy conditionally b650, 7600 or 9600 and ddr5 6000 cl30
socket is already outdated lga 1200
Yeah
all compatible and workable for my type of alienware, correct?
so, cpu, mother and ram alr
The last game log for Squad (Running Steel Division Mod) 90% of the errors I'm Seeing are AUDIO errors....
This is not a request, just a data point for consideration
I recently switched from an i7 9700k to a 5800x3d, it seems the increased L3 cache has made an enormous improvement to frame consistency (my average FPS did not increase much on my 1080 Ti). I get a consistent ~90 fps on populated servers on most maps (110+ on smaller maps) and very rarely experience frame drops below 70. On Fallujah, one of the least performant maps for me, I get an average of around 70 fps but still rarely get frame drops below 70.
This is common with AMD FX CPU's, this line of CPU's has had major trouble with Squad(And other UE4 games) that have more complex soundscapes. The FX line of CPU's have trouble processing the amount of sound sources etc Your best bet is to find the Audio Quality setting, and turn it to low. This doesn't change the audio quality itself, just adjust the sound source/sample limit to something a little lesser.
brother is runing amd fx cpu rip budy
i had i7 3770k and i can tell you squad wos not runing too good on that cpu stuters all over
I only have issues under surprisingly specific circumstances, otherwise the game runs at anywhere from 60-100FPS(settings dependent). Honestly the fix should be simple. They have had YEARS to fix what should be a quick patch fix. My question is this: WHY IN THE HELL HAS THIS NOT ALLREADY BEEN PATCHED?
Check: is AMD processer? Y/N= Y. Then run X config..
Though disabling Windows 10's gaming mode did help quite a bit....
Now it just hiccups a bit then moves on
UE5 is the ultimate justification for most of the tech debt.
Public game should swap to UE5 not in too long
And UE5 is said to mostly help with stutters more than FPS, according to interview
Honestly? Squad should have stuck with the Refractor 2 engine. less issues, same graphics capacity.
Then again, EA has a history of ruining things for everyone. I miss Battlefield 2142
Squad never used this engine nor is it a modern game engine.
Claiming that it could deliver a similar or better result than UE5 makes no sense at all.
Here you are talking about refractor 2. And the same Project Reality works poorly with old processors. The same thing happened with Stalker: Shadow of Chernobyl mods, where processors with weak single-threaded performance had terrible fps
The same setup I am still running now is the one I was running when I was playing PR, FPS was higher, Lag spikes were far less frequent. and for me and my AMD it DID run better.
Only thing that has really changed is the Windows version....
and getting more ram
I don't know, on Xeon for example people suffer in Project Reality
You forgot that, for example, PR is 1kk triangles game, Squad is 10kk triangles. Also ofc ue4 is devil's creation.
Seems to me its more a case of the coders not taking advantage of available hardware capacity. Tried the UE5. and nearly doubled my FPS in the training zone. same rig same setting, half the lag no dropped frames and the engine is actually using my GTX 1070 to process things instead of trying to cram everything through a single core like a socially inept Politician.
First time I'v ever seen it go above 20%
Btw @latent shoal , there is one thing I am curious about regarding optimization
From the interview, Norby explained why render distance was as low as 200m on Fallujah in UE4. Reason beeing that if you render a building, then you have to render all of it, including sides and windows you cannot see because they are either at another level or another side.
He also explained that Squad in UE4 uses dynamic shadows instead of static shadows for widows in buildings for exemple.
He explained that the reason for using the dynamic shadow that are less efficient than static shadow was that static shadows had to be done manualy by employees and the sheer number of shadows to makes for every window and tree of every map made that impossible.
My question is, if the dynamic shadows are used instead of static shadows for shadows that are actualy permanent (the sun never moves so the light source remains the same for the whole time on a round, doesn't get obstucted by clouds either)
Why didn't the devs generate static shadows out of dynamic shadows ? For each layer of every map.
It would have been a single cost once and then in game you just charge the generated static shadows from the disk when loading the map and you're done. You don't have to dynamicaly recalculate them.
Said generated static shadow could be used for everything that was actualy static. Like windows, trees, buildings, and whatever is immobile.
And then keep using dynamic shadows for player characters and vehicles
.
.
.
Also, i'm anticipating the critic, but who cares about a sun moving as the game passes or clouds obscuring it. Who cares about changing lightning during the game when the average duration of a game is about 45 or 50 minutes. Sound like a lot of headaches to me just to achieve something with little interest
To my knowledge, Some dynamic shadows within Squad UE4 are set with a transitional distance to static shadows. I haven't checked in a long time, but this should still be the case in quite a few instances, it's just Dynamic shadows is the primary.
UE5 changes a lot of aspects about shadows and has a lot more granularity when it comes to dialing things in, while being more effecient in quite a few areas too, in terms of application into level design, as well as overall rendering.
Ty for your answer
How would you compare the upcoming Dune Awakening to Squad ?
Dune is built on UE5, and it intends to let dozens of players play into a shared map. To my understanding, it is a mix beetwin Rust, Foxhole, PlanetSide 2.
You build a base and craft equipements and vehicles like in Rust, the final goal is to fuel a common war effort like Foxhole, war fought at third person on a big map with many players around objectivs, like PlanetSide 2.
While beeing very different from Squad, it intends to be a large scale PvP game built on UE5, so it might be comparable
I'm curious as to how Dune will fare performance wise.
I downloaded and ran the benchmark and had fairly good FPS without using frame gen nor upscaling, but the benchmark didn't include scenario of fights (so no effects) nor a large fight either
It's hard to really gauge things, since information on Dune Awakening on the technical level isn't really out there yet. I would assume technically the game will be closer to Mortal Online 2(Another UE5 MMORPG) rather than Squad, and will be utilizing world partitions for the extreme map scale and breaking up the map with server clusters to prevent 100s of players being in a single node(instance). Squad is still utilizing levels, and doesn't need to focus on world partitions or server clusters for the current scale of the game.
To my knowledge, there's only been really limited testing and no real stress testing of Dune. So can't really say how performance will be, but Mortal Online 2 can give and idea on how things might turn out, which is a hit or miss experience, depending on the player density and how much bandwidth backend systems are hogging. Like Planet side 2 and Mortal Online 2, you'll have players popping into view when crossing nodes, and potential node crashes if too many players concentrate into a single one. In very large player battles, I would expect degraded performance.
Dune Awakening will have the advantage in terms of baseline performance from the map itself, since it's quite barren and not object dense, the density will come from player structures, which if a zerg clan builds a giant compound or city, then I would expect performance to be terrible in that specific area.
whats ur setup? iv got a gtx 1070 and i7700k and gave up trying to play this game a while ago cus of stutters etc. but really want to play it
AMD FX-8350
32.0GB Dual-Channel DDR3 @ 803MHz
Gigabyte Technology Co., Ltd. 970A-DS3P (motherboard)
4095MB NVIDIA GeForce GTX 1070 (EVGA)
500GB Western Digital WDC WD6004FZWX-00BKVA0 (SATA )
5Tb Western Digital WDC WDS500G2B0A-00SM50 (SATA (SSD))
She's old but still works very well.
Honestly I think the devs are confused as to how I can even run the game. 30-40FPS with the now occasional drop but somehow UE5 runs better than UE4....
because UE5 uses the cpu better, surprisingly?
UE4 relies on single-threaded performance
Kinda dumb that programming always seems to be 3 stages behind the Hardware when it comes to development....
It's not dumb it's just logic
Developpers works with the hardware they have at the time
And because developping is long, beetwin the moment they start working and the moment the thing release, several years passes so of course there is a lag beetwin hardware and software
Also most devs, specialy the smallers teams, work with an engine someone else made
So all the talk with optimization actualy happens with the persons who make the engine. The game devs who uses an engine they didn't made can optimize with the tools they are given, but it's not like it's a good idea for them to rewrite the engine
By the way, my fps has increased on the new playtest.
In 1440p resolution without upscaling here are 184 frames, on the previous playtest there were 110-130 frames
The reason game still heavely relies on single core performance to this day is because intel froze the progress for a good decade at 4 cores. Improvements only came from clock speed and ipc
And before that was the same. Few cores, best vector of progress was making the core betters, cause we couldn't just make more of them
Then AMD came with Ryzen on a multi die design and it completly changed this trend.
Having more cores was the main vector of improvement
But that change still is relatively recent
True, But you should take the time to properly learn what the engine is capable of prior to using it. That and most developers assume that Intel is the be all, end all of processers.
According to Steam survey intel still has 60% market share on the cpu side
Which is actualy kinda crazy given how hard it got shit on by AMD ever since Ryzen 5000. Ryzen 3 gens ago was already better than intel in gaming
The real issues tend to not be on the programmers but the Corpo "Leadership" pushing to cut development time and therefor not allowing them to properly work on the backend coding. Hence why the modding community generally has a much better "Product" at the end of the day.
?
Who plays games made by suchs companies today ?
Nowadays indies games have never been better and AAA have never been so low
There is nothing on the market except unreal and unity.
Anything with EA involved in it falls into the category, Nintendo, Ubisoft, Blizzard...
Pretty sure factorio runs on something else
Are we talking about engines that can make a game like Squad? Or about every one that exists? Like Gamemaker
Hence why there shouldn't be any excuses for not knowing how to maximize the backend.
Factorio is basically pure C++ with a bit of Allegro[liballeg.org] library for audio and cross platform.
You could run the game on practically anything that can read C++.
does higher AA quality/samples have more or less blur and should i have one or the other higher or lower
Depends on what type of AA you are using
I personnaly think you shouldn't use AA at all. The type of AA to be the least performance costly is also the one which tends to blur more.
From my experience not running AA on Squad on both 1080p and 1440p resolutions, the aliasing is very noticeable at 1080p but way less noticeable at 1440p
Im a fps enjoyer though. I would always go for higher frames instead of better graphics untill I hit a fps threshold after which I feel like more is unnecessary.
For reference, every game that is fast pace, 1rst person or 3rd person, I aim for 240 fps
For literaly everything else, like many colony sims or RTS, I stop at 120.
I run a 7900 XTX
Needless to say, the only time Squad runs at 240 fps is in offline Jensen. In game i have around 120 but that's far from the 236 frame cap
I get 20-40FPS, and I think the devs are confused as to how I'm even getting that much on a AMD FX-8350...
Has this new update for ue5 changed performance in a better way?
does anyone know why my mic stopped working? now it is making a big static white noise sound and i hear a faint chatter from radio broadcasts and music in the middle east
I have about +-20 more fps but visuals are way better
20 more fps and good visuals is nice
It’s a mix between good and bad for me. Last play test was perfect this one I kept going down to 5 fps and back to 80
Yeah, increasing resolution has the effect of reducing the need for AA and vice-versa
Anti-aliasing in Squad includes Temporal Anti-Aliasing by default, unfortunately this type of anti-aliasing takes previous and new frames, and combines them
The effect is that the image becomes more blurry in motion
And since your screen is always moving in Squad, you're gonna basically always have this blur xd
I dont think that makes sense... We had 6 core processors for longer than 10 years now.
Also Squad isn't reliant on a single core like people here seem to think, a lot of Sqaud's code IS multitasked. In fact, Squad itself launches like hundreds of threads. The problem lies more with different threads relying on each-other too much and going into deadlocks. So the Async programming in Squad is shit.
There is also other dumb things they do, for example Squad does some weird stuff with memory that makes Windows Defender Control Flow Guard heavily throttle it.
And surprisingly disabling mutlithreading makes performance in Squad better (again because threads rely too much on each-other and go into deadlocks)
Synchronizing multiple threads with the main application thread
in the squad. isn't it?
the game uses 8 threads, and the main load is on two
the game can be called single-threaded, although it does transfer small tasks to other threads
well it creates a lot of threads
so no matter the setting it will be more or less blurry?
In ue4 at least we can fully turn off AA which makes it jaggy but very clear... In ue5 that option goes away entirely so best to get used to it
RIP 1080p gaming
Are you sure? Because in current version of ue5 you can turn it off
Yeah but I tested quite extensively on the first play test and disabling it entirely led to the rendering being extremely messed up. Not jaggy... Like it was rendering at 640x480
looks like low screen percentage maybe
I guess it's alright now
Well, trees and shadows are awful, but overall is ok
Yeah because you have to set the resolution right.
No, with DLSS it is not more blurry than UE4
no aa = less blurry, but shimmery
DLSS adds blur in motion usually
it does sharpen TAA but its fake effect
You ignored the last part of my statement here.
I'm shocked that my graphics card is running at over 90% usage, along with the CPU, and the FPS is high too. I never had this issue in a warehouse map on Unreal Engine 4.
On the shooting range made with Unreal Engine 4, I used to get 60–70 FPS
UE5 uses more resources so some may see a FPS increase some may seen a drop in fps
Big news actualy. The main factor limiting fps was the game's inability to tap into the hardware
I'm using a 9070xt and performance was much better this test but still unplayable. hoping for fsr4 support soon
I would like a smooth 60fps instead of a choppy 70
idk why the frame gen dosent someone can tell why? I got 4060
f in the chat for you my friend that 4060 is trash lol
4k ?
hows the performance in playtest 3#
very bad, more bad than the first PT for me
What’s ur hardware
We have implemented an introductory option for replacing Picture in Picture (PiP) scopes for players with lower end computers, or anyone that feels the significant drop in FPS when using a PiP scope. This setting will be available for anyone to enable in the settings menu.
finally! bring to life pseudo-pip that was work in progress some time ago
yay, always had the feeling PiP was set in stone and they wouldnt budge.
Glad it happened.
I'm fine with no PiP at all
I am no longer surprised
There were big perf differences on the range this guy noted
A second option was added, that is basically PiP for potato PC's - Where the optic is still PiP, but the peripheral view isn't being rendered.
Ohhhhh, interesting, so one camera, instead of two (i wonder if you can still call it PiP then 🤔 )
i'll take the no Pip at all :D, FPS and peripheral view. wait now i wonder ...
if i misunderstood, and you dont have the choice to remove PiP, basically like it was before. If so i'm dumbfounded 😄
cant post links ? ok,
So reading the post on the PT squad discord, this is so dumb
Just give us the option to remove PiP entirely, instead of creating YET another useless feature. it was fine before and better in any way shape or form and dont destroy perf
You had the zoom, the fov, the peripheral vision, it was blurred so you have a periferal vision disadvantage but still awareness, not being lost when zooming in. Like i dont get it...
You might as well put back the old aiming system which was more optimized and is much better than the PiP
Squads gunplay consists of many systems, that are tied to the weapons aiming view(PiP). Stabalization, suppression, movement etc that affect eyebox, eye relief and overall weapon alignment and stability. Which each optic has their own FOV, eye relief and eye box.
Adding a 2D option, would entail a complete separate ICO, to branch off of the main ICO, to accommodate mechanical differences between PiP & 2D. Which means it would also mean two separate gunplay systems would have to be maintained, and would also mean constant iteration and balancing with every content update with weapons, to try keep a semblance of balance parity between both aim views.
It would also take a decent amount of development resources and time, to even try achieve something like this. Other games can offer PiP and 2D, due to being a lot more simple under the hood, mechanically.
yeah well, that is something they brought on themselves adding PiP, which ihmo was wrong from the start, so it's fair to say it would be impossible to manage, well, it'd be nice to see them finally admit they were wrong adding it in the first place, but similar to ICO, it would be hard to justify all the development cost to add ICO and remove it, which they can't and basically had to nerf it to a basically barely manageable(aka virtually removing most of it).
basically go from left to right, same FOV, apply all the ICO thing if you really care, all the things that would apply in the new fake PiP, apply it with the blurred side before ICO scopes
basically
I'm no dev but isn't it possible to include a resolution slider for the world around the scope? It's out of focus and blurry anyways, so having it at 100% seems like a huge waste of resources.
I also believe UE5 (and even UE4) has a Dynamic Resolution blueprint that automatically lowers the resolution to target a specific framerate. Can't this be used either to improve the performance?
No offense but did the devs study the case of PlanetSide 2 ?
It's kinda similar
PlanetSide 1 and 2 lived off a solid niche of fans for literaly 2 decades I belive. The developpement team was small, the game concept was unique.
And I mean unique literaly. Nothing like PlanetSide exists.
Then
They did something amazing
While the game was unique enought to live off for years by literaly not doing anything to it, just maintaining the servers
The devs started to invest their efforts into things no one asked for
To bring up a new vision no one understands
And after brutaly murdering the game for years
Ppl started to be fed up with it
And once the players cross the line
They don't come back
And now the game is on its deathbed, merging servers to try to extend its lifespan
One core exemple of things PlanetSide 2 messed up realy badly was the flight system for its aircraft
The fly system of PlanetSide 2 was pure, raw genius
Simple, yet effective. Accessible, yet very skilled
So what did they do this masterfully crafted, beautifull thing ?
They butchered it mercylessly by messing the mouse inputs.
Basicaly, they wanted to bring in new players from consoles. So they changed the perfect mouse control to some horrendous joystick emulator
And, just like this, in a single patch, they forever killed their flight system
Squad is very similar to PlanetSide 2 in thoses regards
No one asked for ICO
No one asked for the ATGM rework
Yet, now they exists, and the game is forever different to what players used to like
Btw, on thoses topics.
Imo, you could argue ICO makes the game different, but maybe better on some aspect
But I think the ATGM rework was a straight downgrade in every aspect.
You could literaly roll back the ATGM to how they were before and the game would be better
Some might argue ATGM needed this nerf, but imo, they didn't. Cause their logistics cost and stationnary nature were downsides big enought to compensate for their strengh already
but anyway
How does any of that have to do with optimization lol
And 1. ICO isnt being rolled back, its here to stay and will be iterated on
2. ATGM rework makes the ATGM's more realistic (or was supposed to, seems they've made them less so)
3. You say the devs should study planetside 2 but then also say they killed the game??
The view outside of the reticle, is the main scene, that the PiP scene renders from. Lowering the outside resolution scale, would cause PiP to lose resolution, despite the independent PiP resolution setting being a thing - So to prevent this, it would require a bunch of prioritizing between different passes and insert the new functionality of downscaling the main scene while in ADS, while keeping resolution scale independent between scenes, without negatively impacting each other.
It could be done, but this in itself, could have performance draw backs, additional frame ghosting and a variety of other things, especially if playing with upscalers like FSR or DLSS.
Got it. But so wait, this new implementation where the outside world is black, how does that work? The scope itself became the main render scene here?
To my knowledge, the scope itself is still rendering from the main scene information, just the main scene is being culled in a separate pass, post PiP render, so it's almost like having a single scene rendering, even though it's not.
I'd have to double check
very bad
pretty gud
Well yea study a case of failure to not repeat it, what's surprising here ?
Although, rest is wildly off topic
On the topic of performance though, PlanetSide suffered from terrible pop in issue.
They didn't have nanite or anything.
The game had the tendency to render players and players assets all at once. One second you see nothing the next 50 planes pop 800 m away from you.
Squad don't have a similar problem this bad but i'm glad render distance is finaly adressed
The reason I rambled off topic though is that I realized that even if the devs actualy manage technicals wonders by having no render distance issues at all and peak performance, I still wouldn't get back to play the game.
The gameplay has been murdered way too much
How has the gameplay been murdered?
ICO + ATGM Rework
When I play im pretty versatile. Can do anything but I don't want to be a Inf SL cause that's too much of a burden. Can play all vehicules including helis, play ATGM sometimes
And before ICO I used to play inf while waiting for my vehicle to spawn. Cause i'm still a vehicle player mainly
After ICO I would rather just afk in base, it's actualy funnier to stay in base waiting for your asset to spawn rather than to play infrantry
Same for ATGM
Before their rework, they were very efficient and balanced.
After their rework they are a net loss of ressources. In time, manpower, and logistics.
Like you tell me I have to drive a logi truck across half the map to then set a FOB (20 tickets risk btw), place a 600 construction asset, dig it with my shovel, load 500 ammo in it for a single shot, all for said shot to be completly unreliable ?
Hell, just take HAT kit and drive a quad, you will have better result than an ATGM.
EVEN with said HAT also been nerfed compared to before because of ICO
At least if you die with HAT you won't cost your team 20 tickets. 6 at most if you die and loose your Kord
You also won't stuck a logi in a corner of the map nor risk a heli pilot to die
Best not to take this optimization thread in that direction. The doom and gloom crowd will latch on and it'll derail this thread. There are a bunch of "you're killing the game" threads already in this feedback channel, would suggest asking there
so if it can be done then it should be done or get rid of PiP otherwise, it's performance tanker and really makes infantry gameplay worse in general
worse fps = worse experience, i even often play with vehicles with my friends because its more fun and game doesnt perform worse
its all buttery smooth and aiming through guns on vehicles like RPGs don't have PiP, how that so? OWI must have missed that smh
This is why the introductory solution has been added, it's PiP for potato PC's, until Full-PiP itself, undergoes more planned optimizations, as UE5 development continues, or the introductory solution is further looked into.
welp, it works worse than the RPG scopes that are on some vehicles tho
it's not the devs really it's the people higher up.
devs are just employees
No ?
That might be the case for large studios directed marketing directors who are driven by money hungry shareholders
But both Squad and PlanetSide 2 are small independant teams
That excuse don't work for everyone
so about the scopes
what's the point of having some scopes be objectively worse and provide smaller picture?
it's one of those cases where sure, u could say it's like that IRL, but then SQUAD is a game at the end of the day and gameplay matters more
it's a horrible balancing feature (if it's that)
why not have it be consistent between roles?
nobody's gonna be like "i'm glad i got the smaller picture scope because this is how X is in real life"
more like a frustration that ur at a disadvantage and it's because of what? something that nobody really cares
ik this isn't really related to optimization but it's annoying and feels very inconsistent unless let's say that specific optic is what you used IRL during your service
most players here are just players
gameplay and better balanced game > realism for most in here
Let's be real, the real, hardcore, sweaty milsimers play Arma
So idk why Squad made the radical turn that ICO is
Trying to appeal to players that don't play your game while pissing off players that actualy play your game
There is a reason why I played Squad and not Arma
PiP is yet another feature of "realism" no one asked for, that accidentaly killed fps
I must say though, there is one role in the game who won after ICO and that is marksman.
Before ICO Marksman was just a meme. "Just get a scope on your rifleman kit" kind of thing.
After ICO and PiP marksman with its real 12x + zoom actualy became usefull
I'm sorry but they are right, devs are simply just employees, whatever the higher ups say goes. If the OWI CEO said to drop UE5 today they would have to go for it, Planetside 2's dev team is also a publically traded company who also have to listen to higher ups, neither of them are indie teams.
Either way I have to say this is still not related to optimization this is just arguing nothing that matters
The design decision for Optics, within the ICO - Was for them to be the most authentic implementation of PiP on the market, with this entailed that each optics real life characteristics, when it comes to eyebox, eye relief, lense quality, magnification and FOV, to be as close as to 1:1 representation, of their real life counterpart, as usability/playability allows.
Apart of this design choice, was to also show the difference between each optic type and their respective generation, and that weighing in on the player, when it comes to faction, role and kit choice.
Unfortunately, that means for optics that are quite poopy in reality....are quite poopy in Squad, such as the PU scope. And factions that rely on older generations of optics, also have a poopier time.
Every optic in Squad, was acquired and accurately recreated in Squad. As this ICO teaser image, shows some of that in studio.
that's just no
you're using the scope in a poopy way, the scope is fine
Eyecups suck for peripheral vision in reality too. If anything, the PiP potato option, is actually more authentic when it comes to eyecups, since proper use of one, you have basically 0 peripheral vision 
because you stick your face to it
that's how you use it, and you get bigger picture
what's the point when u gonna have zero peripheral vision anyways?
just put ur face closer to optic as it is done irl
and save yourself the trouble of ugly blacked out background
Putting your eye closer to the optic lens, isn't always a viable option in reality, especially when it comes to soviet era weapons, still relying on fixed dovetail rails and butt stocks. You can't really adjust the optic position or buttstock freely within individual length of pull, to maintain eye relief and eyebox/exit pupil threshold.
Which is one of the reasons eye cups became a thing, since not only did it help with light causing glare issues, but also helped the shooter maintain their eyeline, within the eyebox threshold. Anyway, the way optics are set up mechanically and how each variable(Eyebox, Eye relief, Exit pupil, FOV) and how these things affect other things such as magnification, ballistics and visual recoil, it's actually a pain in the arse to adjust optics, especially when their specific formula, is set up for a completely different set of variables. It's not just a matter of, moving the face(or in this case, player 1P camera) closer to the optic.
I suggest reading this, to get an understanding of how the optics work in the game. https://docs.google.com/document/d/1hr1U2o4q_RDoH4YoT2mxgfx1D7AMP_qFzIB78WcUfRI/edit?tab=t.0
Table of Contents 1 - Introduction 2 - Goals of the Infantry Combat Overhaul 3 - ICO Key Concepts 3.1 - Alignment 3.2 - Sway 3.3 - Recoil 3.4 - Spring 3.5 - Suppression 3.6 - How Scopes Actually Work in ICO 4 - Design Considerations 5 - Preparatory steps 5.1 - Use an Appropriate Dev Map 5.2 - Us...
That's funny to hear cause when someone say that the chinese bias is due to Tencent devs and mods are realy fast to answer that Tencent has no role in the decision making.
So what ? Then no one have to take accontability for decisions ?
Don't forget the fucking Heli rotor just clipping your TOW's wire when TOW hits it...
Also 3 logis to 2 logis downgrade xd
That 3 logis to 2 logis has downgraded games so much... Same with giving every faction so many vehicles now that it's not that crazy to suddenly see like 20 squads, with only 3 full INF squads
Yea ofc I didnt forget
ATGM rework broke ATGM so hard a heli just has to tilt his nose toward the incoming missile so that the missile dies on its rotor
Don't forget that the spread of ATGM is literally fixed distance of your monitor, not even something that becomes lower as the missile flies, making it ridiculous at long ranges
Said spread shouldn't even exist btw
Some argue it's for "muh realism" and yea sure in reality ATGM wiggles a bit but it's barely noticable
So why even bother simulating it
There are a few decisions like this I will never understand
As far as I know Abrams still reloads 1,5 seconds faster that everyone else, for no reason
The chinese ZBL IFV are still the only IFV in the game to have ATGM while beeing considered an equal and balanced counterpart to a LAV6, CROW or BTR82, for god knows why
Well it wiggles a lot relative to the size of the ATGM, but the problem in Squad is that the ATGM is hardcoded to wiggle some distance on ur monitor, which means that the further it travels the worse the wiggle is in terms of a physical size like metres
50 cm is not a lot lul
Tencent making China OP tbf, ZBL's are literally tank killers in this game
yeah that's the thing at 1km range in Squad the spread becomes like 5 metres or something
A good 5 m or more yes
Your missile wiggle so much, if you aim centermass of a tank, the missile can decide to either miss the target by flying over it or plunging straight into the ground
Pretty crazy how random and unreliable they are
Dont even try to shoot at a hull downed tank the chances of missing are higher than the chances of hitting, on a stationnary target.
And im not even taking about dealing dmg aka penetrating, im talking just hitting the target
It's pretty crazy to think that even at 1000m range, a skilled HAT player will have better consistency shooting a 80 ammo ordonnance than a guy praying for its 500 ammo ordonnance to connect
Tencent has a minority stake in the company. Also once again this has nothing to do with optimization requests
Lets get this thread, back on track thanks. Create feedback threads or utilize general channel for unrelated topics.
i would prefer having stable 80 fps and loosing some gameplay
playtest tilltomorrow
the solution they give its black outside of scoope
from 90 fps to 130 fps in scope
because the game only need to render on picture then 2
Oops
stop legs and body sticking through walls which never got fixed from day 1.
anyone seeing increased performance or loss in performance
I tell you why Squad is running like shit. If you use admin cam and look under the map, you will see that they just reused assets and didn´t cut away the parts that are under the map. They are all being calculated too. They all have texture, collision masks and are taking away computing power. Devs that don´t know this is bs can´t fix things in the future. After being Admin on an official server I am so done with OWI. Admin tools are pathetic and amateurish. You have to buy extra software to track cheaters and trolls, you have to hand in clips for everything that gets a ban and you get the worst of all tools and type in everything in console. Then you have to figure out who has messed with the ini files to just get all trees to disappear on screen and gets no detection by anto cheat... It´s such a mess and OWI won´t adress or fix it. There is no way for an admin to detect ini file changes, unless you get a gut feeling and accumulate 20 videos of sus gameplay and waste weeks on tracking that one player... I am so done with squad. Uninstalled after 6k hours and admin work.
Why should I wait? For them to add denmark royal army before fixing simple bottlenecks or fix the driving mechanics? Have stupidly unbalanced layers with one side knowing the map layer after the first flag and the others have to cap the next two before they can point where the have to go in raas? For them to add new cars and make them drive even worse than before?
Arma reforger did it, trees and fences break down, aquaplaning while raining, interior where you can move around... it´s amazing. Squad looks and runs like absolute garbage and even dated on UE5. OWI is a group of enthusiasts and not real game devs. Sunk cost is what keeps people with the game. Reforger was an eye opener. It´s not perfect. It´s arma but by god is squad shit.
The parts of static meshes that are under the map, are culled natively by Unreal Engine. Negligible performance impact and is common practice by pretty much any game studio using Unreal Engine(and any other game engine), to have aspects of SM's under the landscape. It's unavoidable and would be highly inefficient to cut every SM Instance to conform to the landscape surface, when it's automatically culled by UE itself.
Better admin tools are on the to do list, has been some prototyping on improved systems and features, just not a super high priority compared to other things in the works, currently. But is something that will come in the future.
Ini exploits to alter LOD Bias of trees and foliage is fixed in UE5, simply due to new tech being utilized. Makes it impossible for ini exploits to remove these, because traditional LOD pipeline is not being utilized anymore.
Driving mechanics are still being overhauled within the UE5 update, Squad no longer utilizes the redundant PhsyX systems, but Chaos systems, which is still being fine tuned and worked on in the UE5 builds - Which will address a lot of the clunky aspects of UE4 Squads physics, once it has been properly dialed in.
Layer balance is actually something being looked into heavily, I can't give any more info on this, but is being discussed and worked on, with the help of communities.
Minor destruction is something that is being looked into in the future, whether or not it will be technically viable for Squad, is another story.
Wet, muddy, dry surfaces etc already have their own unique physmat characteristics, for vehicle traversal - Just was limited with how PhysX handled specific things, should see some improvements as Chaos phsyics are dialed in.
Everything you have mentioned, is either being worked on(in UE5), already fixed(in UE5), or planned to come in the future. I suggest keeping up to date by reading the dev blogs, or video interviews releases, to have a proper understanding on Squads future. I also suggest your read up on Unreal Engine or dabble in the SDK(Both are free) to gain a proper understanding on how things work also, since you are a little misguided.
Try to keep feedback constructive too, ranting and insulting is only going to get you muted or kicked.
Still funny that my 14 year old system runs UE5 better than UE4... That should tell you how bad the optimization really is... 15-30 FPS on UE4 30-45 on UE5
CPU resources are better used, nothing surprising. Although how it works on Fx
I have an rtx3050 laptop and a Ryzen 5 7535hs + DDR5 4800HZ. I have a problem, low fps, despite the fact that all cores are loaded and threads are also in resource monitoring, shows that the CPU is loaded to a maximum of 50% (sometimes) the GPU is not loaded more than 60%, while in the lobby of the test site everything is ok, the GPU is loaded properly and fps is 100+ and so no more than 55 fps. And the most interesting thing is that the game is playing better on weak systems than mine. Why is it that I'm great at other games, but not at squads? Even the weaker ones are playing better
في سيرفر الاختبار الخاص بUE5 بنص الكيم والبلير يصير ميقفز او ميتسلق الا اسوي اعادة نزول
باخر سيرفر اختبار صارت هذي المشكلة
You are CPU limited in this situation.
Squad doesn't use many threads, so whilst it may seem like the CPU isn't doing much, if you look at each core individually you will see that 3-4 of the threads are pinned at 100%
Please take the time to work on optimizations before releasing. The ENTIRE community does not mind a delay, if the delay will be used to develop improvements to performance.
Getting 70fps-30fps: RTX 3080, i5 11400f, 48GB ram
ue5?
UE4, UE5 is getting 55fps and 30fps average
can give screen from this programm
asrock timings configurator
for 11400f strange
im not downloading random stuff lol
okay, dowload this on official site asrock
version 4.17
need screen like that
8x2 and 16x2
and your frequency is 2666
your memory works in single channel, friend
there aren't even 64 gigs here, like you said
oh
works in one channel, I assure you
the program says dual tho
because you have two bars in dimm2
can you send a screenshot from task manager, where is the RAM?
when it's two-channel, it says quad
how do i change it
you can get 8 gigabytes sticks and enable xmp profile
or better yet, manually set the timings on the RAM
what is the xmp of these strips?
make 3200 frequency
maybe the frequency is high on xmp, that's why it doesn't start
You on 1080p ?
Ram setup
Better to manually setup timings
Nope, 2K
But for me 1080p to 2K has same FPS, I only lose FPS at 4K because shit video card
what are your graphics settings ?
No DLSS, medium on most, no AA, unlimited scope FPS, clarity in scope
No vsync obviously
I have Gsync on though
So what's the difference
5fps
Hi guys, does anyone else has an issue with the game starting to run worse and worse with each round played? I can start off playing with 90-100fps, play like 3 rounds normally, than absolutely suffer on maps with many particles like Goose bay to a point where I have normal fps, until I look at certain parts of the map, but when I scope in I need to press my LMB 5 times to shoot once, and than arrive on Harju with a buttery smooth 25fps.
Maybe it has something to do with your hardware temperatures?
Harju is particularly bad
Fan curves are set up correctly, GPU tops out at 60, which is operating temp, CPU around 65 well within its temp range
I know that its a map which runs poorly, But when I first load up the game and end up on Harju as a first match the FPS is at least like 60
The game has to have crazy Memory leaks both in the VRAM and RAM like Tarkov
Harju main, 90 fps, first match
the overlay does not show mb
what the configuration
R5 5600
RX 6600XT
16GB DDR4 3000mhz
Latest Win11 fresh install
Latest drivers
ReBar enabled
Played around in the BIOS, went for an undervolt on the CPU, worst fps on harju is now 40, 70+ fps stays for much longer for around 10 minutes now.
Temps are even better now.
Im not sure why the game eats the full VRAM (8gb)
At the settings tab it says it should use 2.5gb
the vram it lists is the minimum required for it to function, the engine will cache textures that aren't needed this frame but may be elsewhere in the scene, so that you don't have to load it in each time
so 2.5gb will be active data (mostly) and 5.5gb will be cached textures, shader programs, and models that aren't currently being used, but are stored for when they are needed later.
graphics arent that impressive to eat the full 8gb up, Lets hope this is fixed in UE5
VRAM usage is a major issue
on my 1660 its always hovering around 50% usage but my VRAM is maxed out
5800 X3D
5070 Ti
32 gb ram
I'm currently on DX11 but curious if I should switch to 12
If you run high Mesh quality you dont crash I was told and i think i tried it and i did not crash
you can try. Could be Lag if you just spawn (with dx12), and for me 0 fps improved.
I play on Gtx 970 and i7 7700k 40 fps iż WILD
What did he mean by this?
maybe because you are on a GTX 970
no offence
I went from 5800x3d and a rtx 3080 Ti Oc to 9800x3d and RTX 5090 and I still found DX12 to be a bit laggy/choppy. This seems true for my friend with 5900x + 3080 ti oc as well. Maybe DX12 works better with other (Intel?) processors or setups but to me (also reading a lot on reddit) it seems that DX11 is more stable than DX12 in general. Try it and clear your cache + your windows DirectX cache between tries. Also don't just rely on the measured fps (unless maybe you look at missing frames? to advanced for me) but the one you presieve as more smooth (hard with Squad of course as a lot is done online and different maps are better/worse performing).
I'm on GTX 1650 and I can barely run it sadly. This game is tough on medium-low range GPUs but it is what it is. I got it yesterday last day of the sale and except for performance issues it's a stellar game.
I just ordered my new PC and I am hoping the R7 7800X3D and 9070 XT will run the game smoothly
so I will keep you guys in the loop
but recently I haven't had too many issues with squad
my current build is a R7 5800X and 1660 Super with 32GB of ram, I was hitting around 50-60 fps yesterday that was until arty hit a superfob and everybody was complaining about FPS
all my graphics are on low and im running DX11
I find it more consistent
as for temps cpu and gpu were around 60-70c the hotspot on both was around 80ish
enable xmp profile, bro
you have that pc now?
and your resolution 1080p?
yep
I dont see the need to run XMP now because new PC arrives on tuesday
my PC has also developed a few more issues and I would prefer not to mess around in bios now
It's a shame you don't enable the XMP profile. Not to mention the BIOS settings.
i have a little shuttering when i scope since the last update, im alone?
PC parts?
Ryzen 5800 X3d , 3070 , 32 gb ram
getting 60 FPS is a challenge
9070xt 5700x3d 32 gb of ram at 3600mhz
not sure of my timings but I also cannot maintain a solid 60 even with fsr
what does show stats option say
In ue5 playtest I soldier couldn't jumb and overcome obstacles or fences
My feedback is: "Optimization" 🙃
Nobody asked for UE5, specially if it just comes worse than what is already
Actually i asked for this
good for you, most of us just want to be able to run the game like its not a powerpoint slide
It's better in terms of CPU performance tho
it uses more of your entire system, clear your cache and it'll run better
Ue5 is hot garbage
and we will be eating it for a while unfortunatelly
HELL NO
I lost about half of my frames
I have a "mid range" pc with a R7 5800X3D and a 3070... I lost half of my performance
To be able to play at a decent FPS 60-90, I have to go high and use Nvidia DLSS on ultra performance, which means game gets a lot more blurry and full of artefacts
with a similar setup on UE4 I get 170-200 FPS
30-40
around 80
1440p
Yeah I'm very worried, I like playing squad because I can get consistent good FPS and good gameplay.... now its just good gameplay
3070*
as a game developer I agree, but that's unreal for yo
I know most of it is not Dev fault is just Unreal being Unreal
still get's me frustrated
I cant say for sure, as I use Unity, but my feel with Unreal is that it has too much "On" by default which creates a situation of bloat on the games made with it.
Yes because Nanite is superior for complex large scale scenes.
I cant recall any situation where I encountered this issues. The ability to render stuff at infinite distances is a decisive advantage over other technologies for games like Squad or open world games.
Why would I do that when I have a crisp clear image due to DLSS. No one should use TAA anyway, its obsolete. Both nvida and Amd have better solutions.
Show me one open world game with LODs matching the visual quality of Nanite, with no noticable transitions and infinite render distance.
Lol no. Vanilla Witcher 3 LODs look like shit
Even when heavily modded it looks like shit.
Dude you bring up Witcher 3 as an example and when I tell you you are wrong you come with this? lol
Yeah look at the trees at distance, they are low res 2d spreads
No it looks not great at distance. Beyond 300m it looks like a 2005 game at best.
Squad UE5
UE4 Nanite? Are you confused?
Stop spreading lies.
Nanite is clearly superior to LODs in almost all games. LODs can only achieve a similar level by having a lot of fine tuned LODs, which is not practical.
To compare distance LODs to Witcher 3, you should show an image actually showing distance LODs instead of a short range scene btw. It is clearly visible that 90% of the meshes are not rendered beyond 200m, and distance vegetation are low quality 2d textures.
Show me a modern game without it, and we can talk. Unless you do so your claims have no substance.
Your counter argument are 1140x641 images where all distant details had to be hidden by fog and clouds, just proves my point thank you.
Coming up with insults when your arguments are disproved is a really good way support your points, well done and thank you for the conversation!
Like
Are you serious?
You are unironically trolling at this point.
😁
Nanite is Runtime Lod, which we already had with DX 12
So what? its the perfect use case for bilboards, you dont at that distance trees are bilboards EVEN ON MOVIES.
Arma 3 looks better than UE5 Squad Sorry
and its a 2013 game
Sorry Not sorry
💀
Get this thread back on track, or people will have to be put in the naughty corner.
Arma 3 runs worse and looks worse too
In UE5 I have 110-130 fps in battles on 4070 and 12400f (5.0GHZ). In Arma 3 in battles already 40-50 fps stably
56 fps💪
it literally is not
Game and Draw threads are 30% slower in total in UE5
🪖 Squad's Final Unreal 5 Playtest: Is This Really Ready?
The final Unreal Engine 5 playtest for Squad is here — but is it truly ready for prime time? In this video, I dive into everything this build brings to the table: performance improvements, new PIP (Picture-in-Picture) scope changes, visuals, and gameplay tweaks... as well as the bugs...
interesting video
would remaking the entire game just be easier? 😆
ICO has completely ruined the game
Just don't forget to save stamina and it'll be okay
Yep just to not have the ability to shoot back when I do have the stamina
But you have
we need good optimization
more data would be needed
because from a simple example: in Squad UE4 my processor uses a maximum of 50 watts, while in UE5 it uses 75-80 watts
also average fps as 0.1 and 1 above on UE5
you have higher CPU power usage because its used more and its multithreaded where most of tasks on UE4 were single threaded
Clean what cache, mind explaining if you mind?
paste %LocalAppData%\SquadGame in windows search bar and delete the Saved_UAT folder
ah i see, thank you
💔 posting threat interactive images like that means anything
dudes a full time grifter
i swear to god the game is just rng now, I can spray some dude with the coax of a tank, right next to him and he can still get a rocket off.
Yo its iron condor, where do you play squad now
Are you still multiboxing?
Will the ue5 version work on 4gb vram at 1080p lowest settings
Would be really nice if the ue5 version could still run on the lowest settings on 4gb vram
I have a gaming laptop thats why
I don’t want to upgrade for just one game
I might have a suggestion for helping with ADS stutter. Would lowering the resolution dynamically outside the scope help with that?
I know it definitely helps with FPS but would it help with the stutters specifically
6gb of vram is the min
Oh ok well I guess I’ll have to wait a few years for an upgrade to an 8 gb laptop
Or actually I’ll still try to play
Lowest settings at 720p should work
I dont think the game will boot without 6gb of vram but i am unsure of that
4GB will work, but I would expect potential texture issues(not loading correctly, low res etc), on top of much lesser performance. Will highly depend on your laptops overall specs, since the most important factor for you, would be how stable your 1% frame lows would be.
I am aware of the uncap vram texture poolsize setting which might help with the textures. For fps, I am expecting a playable 30 fps.
I didn’t do the latest playtest but in the one before, I was constantly crashing even on lowest settings
My specs are an i5 11400h, 16gb ddr4 ram, rtx 3050 4gb vram, and a 7gb/s ssd.
they are already lowering the resolution outside the scope
My review will remain negative until performance improvements to optimise the game are made.
Very nice 👍
this is basically what the chat is anyway
I have never seen any devs or mods type anything positive about optimization progress in here
You've really not been looking then
I haven't been looking for the past few months because before that I never/rarely saw any positive progress towards optimization
I have been in this channel since the start of it lol
and at the start iirc there was one update that was focused on optimization
but since then I haven't seen anything else
scroll up over the past 3 months there has been tons of positive comments on it
UE5?
or just in generel
dont get me wrong UE5 is a step in the right direction but I have still seen people complain that it hasn't lived up to its expectation.
I have also seen people say their FPS has improved
UE5 yeah, its not the perfect upgrade but its an upgrade for many many reasons
100% but optimization in general has been poor
I personally have lost 20fps but my game has become significantly more stable
yes okay UE5 is coming and should hopefully fix that but before that was even announced there was not much focus on optimization
it was more focused on bug fixes which still seem to be a major issue in UE5
Yeah I'll agree, but a game like this is in general hard to optimize. 100 players constantly moving in real time with massive battles and whatnot and with the graphics is just a big challenge, not getting the performance we were told we would but I'll take higher stability with a slight fps loss over a slight fps gain with stability loss
I dont remember UE5 being the bug fixing update, more so "we'll optimize the game and rewrite the code so its easier to fix these bugs and push out future updates" but the latest playtest showed a lot of issues which hopefully are just from the latest UE build
I think it was 5.5? if not 5.3/5.6
think I spoke too soon
must of jinxed it sorry guys
Yeh, you might have a rough time with those specs, especially with that CPU & GPU combo. But there's more UE5 optimizations planned before and post release, which might help your situation. But I wouldn't expect a solid 30fps, I would expect fluctuation.
Played some squad today on the new pc, obviously graphics were on the max and I was messing around with radeon settings a little bit,
1440p
R7 7800X3D
9070XT
32GB RAM
FPS kept changing between 90-170 I was still getting stutters but they were not as extreme, temps were around 70c. There was a weird issue with the chat where if a message was sent it would flicker but that might just be some monitor settings that need tweaking
the 3D cache definitely helped and its definitely worth investing in, but I still think the game needs some major optimization
Ok thanks
- Offtopic
- Its the server admins decision
1440p
RTX 3090 24GB
R9 7900x 12C
64GB DDR5
2x 2TB SSD m2
Medium settings
Lowest framerate on Sanxian (50-90 fps)
Other maps in avg 60-120 fps.
For me it is fenomenal that the game with such a low res textures and models is running that bad.
Offworld - call to Ben Cloward and ask him for help with optimization 😉
Also I dont see any complexity in shaders like vertex painting or parallax occlusion used with terrain.
I wonder what has the biggest impact on perfo right now
UE4?
Yep. UE4
dowload 1.35
and give screen
look like problem on ram
@sand lava ?
did you check, your video card definitely wasn't loaded to 100%? And it's the processor
Maybe because of the dual-chiplets you had bad fps
6+6 suck
200FPS on Sumari Bala, 13/98 players - seeding server
need 100/100 server
Answer this question. I will help you with the problem later.
.
cpu bottleneck
you have ram 32x2, yeah?
yep
spd
hynix good
what should I do?
make the next timings:
Tcl 30
trcdwr 38
trcdrd 38
trp 38
tras 50
tras 88
trrds 8
trrdl 12
tfaw 32
twtrs 8
twtrl 16
twr 48
trtp 12
trfc 544
tcwl 28
trefi 65535
dram voltage 1.4
Ok thanks Ill check that
Although probably in 64GB the chips are A-die, instead of M-die. But in general it doesn't matter
u have maybe something for intel cpu
?
what the cpu
avg fps in game?
in u4 I got like 100-70
something like that
with high and epic settings but i want like a boost fps for the u5 coming
bc i got like trash fps in u5 many drops more
know how to open bios and change timings?
yeah but I dont know which recommend timing I need
make frequency 3466
enable gear mode 1
tcl 18
trcd 22
trp 22
tras 44
twr 16
trfc 560
trrds 4
trrdl 6
tfaw 16
twtrs 4
twtrl 12
trtp 8
tcwl 16
trefi 65535
in bios ?
yeah
alr one sec ill try it now
3600 is impossible to do, because apparently the processor can't handle it in gear 1 mode
click on the timing and somewhere on the right the name should be written in abbreviated form
near dram frequency
Yeah now I got 1:1 and 1:2 1:4
Yeah I did
auto make
I did auto yeah what now
?
and timings this?
It’s in the room called dram ref voltage control ?
Ohh
I found it
It’s called dram voltage 😭
Ok i did rn it now timings
It’s here ?
I making sure that the room?
yeah
check this.
Alr now scroll down or just change the cas and ras
Nope I can’t see something like that but I have more rooms in there they called skew control and rtl iol control and memory training algorithms
And I got here this
It’s it ?
Alr so im
Matching now this things in dram ras and all these stuff
yeah
I’m trying it now
My pc don’t turn on damn
I understand why bc of freq I turn this little bit more down
reset bios
you must have done some of the timings incorrectly
wait, you make 3600 gear 1?
Nope
Now I did 3300
The n1 not working for me
I mean I turn on gear 1 and it’s working for me only with 3300
but
now
its looks like htat
thast
u think its better?
3466 doesnt work in gear 1?
okay make 3300 with my timings
dosent work its crashing
this?
yeah
but i really dont understand when im settings the tcl al this i cant found these settings
Here are the full names of the timings. If you can't find others, then use your browser
okay one min
Like I’m searching the thing that called tcl
And not found it
Also recs
Trcd
Maybe I don’t understand u ?
Where u want me to set all this settings timings
Like here
Or
And when I’m turn dram command rate to 1n my pc crashing
cas latency
Ohh so like that look
Did I tell you to touch this?
I don’t say tccd_l
yeah idk why I didnt find it
CAS Write Latency
Can we rename this channel to Memory Overclocking 101 lol
I don't see anything wrong with that
This issue wont exist after UE5 release
Then use low shadows?
Where is the problem then?
Shadows dont lag games, hardware which is too weak to handle it does.
When your PC is too slow to run complex shadows, dont expect it to magically be able to do so.
I deleted my messages because I am not smart enough to have a debate with you, sir.
I am 100% wrong. You are 100% correct. This will not happen again.
If you ever actually want to understand what I was saying by "shadows lag games" without having an argumentative response to literally every sentence I say, let me re-phrase this for you Der Shredder: "Shadows are typically one of the most resource intensive graphical option on video games."
But yes, you are right, as you put it, "Shadows dont lag games, hardware which is too weak to handle it does." Most profound quote I've ever read my friend. Genius level shit, my god.
Epic shadows is an experimental setting for future generations of hardware
I suppose
in addition to revisiting the codebase for the new version and trimming unneccessary code spaghetti, could you also spare some time in the future to thoroughly compact the game's file sizes as much as possible?
like make sure there aren't any deprecated, unneccessarily high fidelity, or poorly managed assets, etc. and see what can be done to reduce the footprint of current assets in any way
i'm sure there's already some work in this as far as ue5 is concerned, but personally i would like the game to be very aggressively optimized in this respect and it would make this game stand out from most others for delivering a lot of content in a smaller package. industry par has been unneccesarily bloated for some time
Download the Public Testing version of squad and the main version, you'll already see a good difference in size
~85GB on UE4
~57GB on UE5
About a 33% reduction. Not shabby at all
You're getting a reskinned PMC to play on 2 Maps 
has this game actually improved in optimisation in the past year. if so ill install it again
There has not been an update in that amount of time so technically no, you can jump on the playtest version to see how it runs
The recently playtest ran horrible for me somehow. It was worse than 5.5?
Did you clear cache?
I noticed that in these building specifically that fps drops massively when an explosion hits them, I am assuming this is due to the particles
R7 7800X3D
9070XT
32GB RAM
fps counter in the top right and my graphics are maxxed out, on DX11
can you give screen from zentimings
zentimings?
yeah
where and what is that
zentimings github
allows you to look at the timings set by the motherboard
although I only just now noticed how many particles there are
Apparently the player used a bug with c4 where explosives are duplicated several times
please add fsr 3/4 support
There is in the ue5 build of the game, but I doubt they will add it to ue4
):
optimize for xeon and Intel arc b580 graphics cards
I don't know if this was said before, but it would be nice if PiP scopes were made optional, so you can just disable them. Obviously the weapon should handle exactly the same as with PiP, just without the double render. Not only will this be homage to PR it will save people's FPS when UE5 comes out.
If there is no PIP, you will lose the change of sight magnification without. Also, it is technically impossible now due to the shaking of the weapon. Therefore, PIP is necessary
No, you can still adjust the magnification, it would just look a bit weird having it zoom in/out. As for the weapon shake it can be translated to shaking of the reticle instead
This is not possible for technical reasons.
Having a separate 2D option, would require fundamental reworks to gunplay elements, to accommodate both optics views independently, while trying to achieve similar functionality. There's a lot of underlying aspects to Squads PiP implementation, that is tied to multiple different aspects of gunplay that affects overall weapon behaviour.
Outside of this, it would cause significant balancing problems, trying to close the gap between the two as much as possible and would increase per weapon balancing time x2, since almost each optic has their own FOV, Eye relief etc etc that doesn't translate well into 2D.
I suggest reading this document regarding Squads PiP implementation, and how it ties into gunplay, top gain a proper understanding.
https://docs.google.com/document/d/1hr1U2o4q_RDoH4YoT2mxgfx1D7AMP_qFzIB78WcUfRI/edit?tab=t.0
Table of Contents 1 - Introduction 2 - Goals of the Infantry Combat Overhaul 3 - ICO Key Concepts 3.1 - Alignment 3.2 - Sway 3.3 - Recoil 3.4 - Spring 3.5 - Suppression 3.6 - How Scopes Actually Work in ICO 4 - Design Considerations 5 - Preparatory steps 5.1 - Use an Appropriate Dev Map 5.2 - Us...
PiP in this economy? I'll be damned.
Pip scopes have the same FPS in UE5 now
Some stutter kinks still need to be worked out but i was getting the same FPS or more while PIPing
Also lol the stupid ico sheet, lota yap that ended up to be “we want longer gunfights but have no idea how to get there”
its normal 50-60 fps in squad?
map depending, yes.
fallujah will definitely perform at about that level, but if you are getting this on chora or sumari, then you might have other issues (may need to turn down settings)
with a 5060 no
unless ur playing really high
all in low but effect cinematic
oh yea thats probs why
effects take up a lot of performance
especially when shooting, watching explosions etc
and with low effects same performance
your gpu is fine, it is your cpu that is causing the performance
5-8 FDPS while ADSing still?
what woudl cause bottlenecks, my 11th gen intel core i7-11700f or my 3060ti 8 vram
in 1080p - cpu
1440?
On UE5 you will be GPU limited with those specs.
somehow this counted as "a stuck problem" while the wheels aint sticking into the car like disabled people , great job at making ur game
Fsr 4 work now on amd 9000 cards in Squad .
How to unlock fsr 4 in all games with fsr 3.1
I'm not sure why but it seems stutters have returned to my game again. 1st clip was after I lowered graphics to max and 2nd clip was on max graphics. The stutters started about 3 days ago I haven't done anything apart from install the squad playtest.
AMD Ryzen 7 7800X3D
AMD Radeon 9070XT
32GB RAM
2TB WD SN850X SSD
Just want to add onto this, CPU max temp was 68 degrees and GPU was at 50
so its not overheating
7800x3D and that big stutters 🤮
Yea pretty unfortunate, just bought this pc a month ago and put it together. I'm hoping UE5 sorts these issues but from what I have heard its not too amazing
if you don't mind can you tell me what settings on AMD you have enabled for squad?
in the playtest the performance is actually better when using pip scopes - devs are delivering
sorry to disappoint you but it wont, unless they got some secret build that they didnt share on OPT
just have to stay optimistic (pun intended)
can you give zentimings
man idk how to do that
do i need to have the game running?
dowload zentimings and send screen
need to watch what motherboard make
you need my motherboard make?
send this bro
i keep getting error saying "error opening winring kernel driver"
unzip the folder
Do it however you find most convenient
open with admin
didnt work
strange
yes
dowload 1.36 beta
now it says could not save settings
We will See how IT run tomorrow. If WE have the same perfomance ore not.
2060 Super
i5 10400f
2x16Gb Ram
Can anyone help me for optimization
for squad should i buy this specs:
asus dual rtx 5070 gdddr7 OC
2x16 GB 3600 MHZ cl18
i5-14400f
its alright but you should get DDR5 ram for the CPU so most likely replace the mobo aswell
I only want 60+ FPS constantly in full 100 player servers, including when im being mortarred with explosions and stuff going on,
will the ddr4 still be enough?
I will ofcourse enable XMP 2.0
i play 1080p
well it should be enough but UE5 might be too heavy
Should be fine for 1080p. With FG you will certainly get 100+ FPS.
The issue with his specs for UE4 is the CPU. In UE5 it is less of an issue.
UE5 version is like 1 ms less CPU heavy for me, it's not that less of an issue
He will be GPU bottlenecked, so the rest of the system does not really matter, even when he does not get better performance.
His gpu is be overkill for 1080p tho
is that bad?
In my opinion and others on reddit, 14400f shouldnt bottleneck 5070
at 1080p it will xd
it doesnt in UE5
gpt can make stuff up, 14400f will bottleneck anything past a 3070 at 1080p
In ur opinion im gonna get an unstable fps like less than 60 or above?
If you're going to spend the $150-200 on the 14400f id go for something a little older but with higher clocks that is around the same price
I dont think it'd be an unstable FPS but you'd see dips
im not gonna ask gpt but does this cpu 12400 has the stability issues like 13th and 14th intel has?
Do you mean the issue where it kills itself over time or the cpu itself is unstable
Lately there has been no news about the death or degradation of the 13th or 14th generation. Mostly people were talking about dead Ryzens
I have 14600k and 12400f and it still works great
better buy 14600kf
Can you fix dimming and brightness when looking trough the window in vehicles , and also remove that huge blur when scopint out your weapon
5700x3d, 3080, 32gb 3600mhz ram, game installed on m.2 SSD
Performance is WAY under what I would expect. Even at all medium settings (oceans on low, no wake sim) with DLSS balanced I am still barely scratching 90 fps with nothing going on, and during any action the framerate regularly tanks into the 20s and 30s. Input is laggy and feels inconsistent overall. The game performs better using FXAA but the static-y shadows are still present and certain foliage elements look extremely jagged in a buggy way.
I have run through all of the standard checks that I can think of (bios settings, temperature monitoring, RAM speeds set correctly, game on M.2 SSD, freshly reinstalled and cleared cache, etc) and haven't come across any issues.
What version is fsr now? Is it still fsr 2 ?
3.1
It's probably not very effective for you guys to collect feedback that way as there's many repeated complaints and it's hard to aggregate for you but still: we would like you guys to actually focus on optimization and gameplay quality improvement fixes and not just in the words - you've been telling us about that for a while, but as a result a majority of crucial playtest bugs are still present and none of them were fixed for the release. You've decided to delay the launch of UE5 - was a relief at first, but we don't see as much of it fixed in fact as you've released it just a couple weeks later without any noticeable difference. Problems are still the same:
- Huge FPS drops when ADS. Poor implementation of PiP scopes - does it really worth it if so many people complain about it during all these years? Ability to disable AA in scopes the "old way" would definitely be better than "optimization" mode when everything apart from the PiP scope picture is disabled (who the hell decided it would be a good option anyway?);
- Crazy ghosting and tracing of objects, especially inside the buildings because of the fog inside, I guess some UE5 post-processing specifics, just at least give us ability to control it.
- Audio glitches with squad/CMD audio switching between and/or coming from one ear. Would you enjoy SLing hearing 10 people speaking from one ear at the same time?
- etc?
Like guys, the average "off-fight" framerate is not exactly the issue. The issue is when you actually play the game, at the crucial moment FPS can just drop from 150-200 to 5-10. Stability is the issue. Actual gameplay is the issue. Those who make gameplay optimizations must just sit and try to play the game. Not all of us own 10k+ rigs to run it like you do. Damn, even quite decent PC builds have bunch of issues with the result of your work. And then you post stuff like "we want to focus on PvE mode". Do you want to go "wanna be ArmA" way or actually focus on things the people like your game for?
I don't know, maybe the playtests were not long/good enough, but releasing it in the current state was quite a mistake. The current negative reviews bombing in Steam and recent server browser hacks can speak for themselves - you're doing something wrong. Listen to your community, listen for the common sense.
FYI everyone, Squad 9.0 runs about 30 FPS on a 5090 in 4k, regardless of settings/DLSS and all that jazz I am not sure who thought this was optimized
Also about improved draw distance - armor fights are kinda borked. Two tanks are now trying to shoot each other 2km+ away, but the can't do that effectively:
- rangefinders on vehicles don't work for that distance;
- buildings and other assets are not displayed as well:
So we end up throwing dicks at each other just guessing the distance and whether the armor is behind the cover or not.
Sounds like user issue, I'm getting around 70 fps at 4k with a 4090 and 11900k. That's without DLSS. With DLSS i gain 20 fps only
User issues? we playing the same game
Not sure what issues you are experiencing, have you updated to the latest nvidia drivers?
yeah
but it isn't like this is new
changing settings in Squad never changed my FPS
like the difference between lowest and max settings is like 10 FPS for me
which is ridiculous
I got no issues with other games, can run practically anything at 4k max quality without dlss
I mean even before I didn't get too much more FPS, but the game never felt choppy/laggy
PC wasn't on full load , or any kind of FPS issues before.
UE5 = Heavily stutters , froze when scoping in , fucked up A-A visuals , texture blurred at high setting ( no dlss , even after dlss )
Spec: i3-9100F & 1060 6gb & 16gb ram
FPS Before: 80-95
FPS After in UE5: 35-60
Both CPU n GPU on full loads ( PC was optimized with atlas os )
Id recommend getting Lossless scaling. Imo it works well and feels smooth too after a bit of tweaking with the controls.
i tried LossLess before but yet somehow they looks wors-er n fps still the same after applied ( tried youtube tut )
Damn fr? I only got terrible results if my original FPS was like below 20 but then again it’s probably different for everyone.
I get 2x as much fps as you with a 4080 at high-max settings, there is certainly something cooked on your end.
Since graphics settings have no effect for you, your gpu seems to be finde. Probably cpu or memory issue. What cpu and ram do you have?
9950X3D and 128gb ram
and I still load first into the game so ram defo not a problem
Check if your game is running on the correct ccd
Sometimes, especially with squad, the scheduler messes up badly
Also delete your squad folder from appdata/local
5700x3d, 3080, 32gb 3600mhz ram, game installed on m.2 SSD
Performance is WAY under what I would expect. Even at all medium settings (oceans on low, no wake sim) with DLSS balanced (extremely blurry/smudged) I am still barely scratching 90 fps with nothing going on, and during any action the framerate regularly tanks into the 20s and 30s. Input is laggy and feels inconsistent overall. The game performs better using FXAA but the static-y shadows are still present and certain foliage elements look extremely jagged in a buggy way.
I have run through all of the standard checks that I can think of (bios settings, temperature monitoring, RAM speeds set correctly, game on M.2 SSD, freshly reinstalled and cleared cache, etc) and haven't come across any issues.
If anybody has a similar setup and performance tips it would be appreciated.
have you got frame gen in game enabled?
also make sure your game is in full screen
gave me more fps
No why would anybody enable FG for an FPS game?
It is in fullscreen though
you tell me
just run graphics low, would recommend upscaling
if you have the option too
I am already using DLSS Balanced which is upscaled and looks like dogshit. I don't think I can comfortably upscale any harder
Even the Balanced is borderline unusable IMO, super blurry for me when you move even a little bit and has tons of artifacting/smudging/ghosting
I am running Linux but wasn't an issue before
Well it is now apparently. Linux is not officially supported anyway.
So this is not a game issue
I love when people give this excuse
Reminds me of how modern cars can't drive millions of kilometers like the old mercedeses used to, and everyone just says "people these days don't need to drive so far" yeah, sure
im getting similar performance on 4080
i have no clue how you got that performance tbh, maybe drivers? ik if they're not 100% up to date this patch it can cause issues. i can run max everything no fsr with my 6900xt and get ~90fps, and it climbs fast if i turn fsr on
welp 5090 with UE5 especially on Linux might not be a good idea? what gpu driver are you running there?
ok definitely something this patch changed was it upped the VRAM requirements by a LOT. im using 12gb vram on average, compared to about 6-8gb before. it seems that some people with low vram (under 12gb) are getting pretty rough stutters and/or low fps
I have no issues with other games so that's really not an excuse yk
well bottom line is, either squad or proton (which im guessing you're using to run it) is gonna need to change some things to make them more compatible, and OWI ain't gonna do shit for a while after this major change
If anything UE5 should actually run better as it would have more support, Arma Refoger/Space Engineers 2 have custom engines so they have even less support for edge cases, and those work fine for me
other ue5 games definitely run fine on proton, so its not like its a ue5 thing; definitely something squad-specific, but it could be so many things cause practically everything about rendering changed in one update
I don't even think it's a linux-specific thing, I hear optimization problems even from people using Windows all the time lol
Like people who were running 100 fps before now do 30
on windows
the only times i've heard that about v9 release build is when they're running 6-10gb vram cards
ue5, especially nanite, EAT ram
yeah I think they will fix whatever mess that is there, given that even emotes are currently bugged kinda shakes the screen around
idk I do not have an issue in that department
I loved the fact that there is finally no fog in Squad
it's day and night for a tank
yea neither do i lol. but it seems like its def not rasterization, cause i know some ppl with 3080 10gb are struggling with the same stutters as people with 4060 8gb and stuff
I am just surprised they released it so messy
Lots of people said it ran better on the playtest
Even looked better
This is no excuse. You are trying to play the game on unsupported software. You should be happy that it worked at all in the past.
either they fix this issue or i have to pays for a new PC just to play this game with friends
With an attitude like that, there's no wonder Squad is gonna be cooked once Arma 4 comes out.
What altitude? That OWI is under no obligation to guarantee that a game runs flawless on a unsuppored OS? Demanding them to do so is just...wow.
you have a bug !!!! you play in 8700k ? ore 4790 K ?
wym? 4k is 3840x2160
Well I have 7800x3d and 7900xtx and I get 30-40 fps above you (without framegen) ,so you are just fine
with 5090 ! ???? you must have 100 fps avg
hell no not in 4k
maybe with 1080p I would have that but I have a big monitor
He is running it on Linux, which is not officially supported.
So probably some Linux related issue
loh
i have only 600 euro 9070 xt nativ 4k avg 50 fps .
damn
I mean I could switch to windows and test it but I haven't opened windows in months since I have no need and this really doesn't seem like a reason to do so 😅
In the upcoming weeks they will probably just fix whatever the issue is and the optimization will get better for everyone
i'm just asking, again what driver you are using?
true, the custom engines are most likely going to perform better than UE5
nvidia-open, it's the only one that works for me on Arch Linux
that is the most counter-intuitive thing to me honestly, a billion dollar company can't out compete some indie company's game engine lol
i mean UE5 tries to include everything in its engine, it's doomed to have issues like this
you shouldnt go with UE5 for games unless you are very competent dev and know how to avoid its issues
yeah I happen to have my own experience with that, I tried building stuff with UE5 and it was hell
I love the concept, but I've used other engines that just seemed much easier to use
so did i, there's too much stuff hidden and the default settings sucks ass
Almost convinced ray tracing is on by default
Fire a gun next to any dark surface and for a while after the gun flash is gone you still see the flash in the environment like raytracing usually does
thats prolly just frame accumulation, can you post the video of it on youtube?
@young lion
I made a bug report about it and Ill put it there in a bit I’m half asleep
There is no RT in Squad
the sound design...you cant tell where the sound is coming from anymore. please fix that as well
Fucking fix ultrawide
seriously, especially when the fix isn't that hard
5070ti , ryzen9 , 32 gb ddr5 .
Crash reports every 5 minutes in game.
lagging dlls and fsr , non stop fps drops and enormous freezes (minus 50-80 fps when something explodes or if you switch the weapon) , play dooh ahh textures even on medium / high / ultra settings 👍 , just feels that im playing a fucking GTA 3 mod . Nothing changes when i switch the graphic presets . And yes , i updated all drivers and reinstalled game without mods and what so ever. The previus UE 4 sucked cuz developers cant fix the problems and optimise this game for almost a decade , then they switched to a whole 'brand new' fancy ass UE5 that just made everything worse and didnt bring anything good except for saving my time with crash reports . Thank you Offworld , you're cooking
Pls add DirectX 11 back,12 version not working with old PCs,we have blur textures because of this.This game haved the same problem in 2023 when you deleted 11 version(sorry for mistakes but i think you will understand)
Dx 11 is not possible anymore. My first gpu, a gtx 970, supported dx12, when someone has even older hardware, they are beyond help anyway.
I can’t even join a server 😭
Ryzen 9 but is it an X3D or what model
It’s not GPU’s being incompatible, it’s that the api has issues
Also a few tips play full screen, turn off in-game frame generation
Also match the FPS slider with refresh rate
If you are using FSR put it on quality, I gained 60 FPS from it
Sometimes the game has to redownload textures so maybe that's why your game might be looking a bit worse
One more thing I thought I might add you are correct about UE4 and developers not being able to fix the problems because they didn't have the tools that's the reason they have switched to UE5 so they can actually start fixing the game, you would've seen that if you read the patch notes.
Nahhh because complaining is easier than reading bro....they would never do that,at any cost.Who reads instructions and manuals? They are for begginers 🤡
Please stay quiet if you have nothing useful to contribute to what I said
I literally just confirmed your point that people are not used to read patch notes and instead they are only crying and specializing in complainig instead ,what are you even on about ?
If you are experiencing issues comprehending english - then that is not my problem...at all
it wasn't very useful information purely based on the fact that I didn't ask
I already knew he didn't read the patch notes as soon as he complained about UE4
to simplify things I just don't see the point of typing a childish message with the purpose of taking the piss out of other people because its useless to what I was explaining
Well you have to understand my point too...because majority of people does not experience any serious problems with the game and they are tired of hearing the same stuff everytime.Let alone the fact that most of them still can't understand the fact that jumping to a newer engine,better graphics has its cost and this costs is called "decreases performance" ,not bad optimization.Does the game needs further optimization? Definitely yes. I am not saying it is perfect,but its is pretty decent.We should start making difference between bad optimization and bad hardware for the current upgrade.They call this "game problem" while its completely hardware one. I saw very small amount of people complaining about real in-game problems such as mechanics,settings, etc.The problems you are referring to I guess...All they complain about is "mY gAmE rUns vErY pOor nOw, ThEy rUiNeD iT"
Everyone who I met across the game for the last 3 days have not much of complains about the upgrade to UE5. It's just the ones that are right now angry because instead of 120fps they get 80fps which is still playable. But this is nothing more than the cost of an upgrade to a new engine - not bad game. The game If not better than before - it is at least the same. From now on - we could only expect better and better game , as you said - OWI didn't had the tools until now. They have it now and we all should expect improvements.
The game is poorly optimized though that is the whole reason this thread was made, it's not just a hardware issue at all, some people do have outdated hardware, some people have hardware that should be running the game fine, just because your experience might be smooth other users might not have such a smooth experience. I want to see where you found these "majority of people" that according to you "does not experience any serious problems with the game", I wrote I message to a user to help him with his game, you wrote a message with the purpose of taking the piss, your message clearly has zero regard for people on lower spec PC's because you are thoughtless. Don't tell me I'm experiencing issues comprehending english when you clearly don't understand the point of my message.
Thank you
Lol no positive reveiws yesterday, none yet today
I suggest you be a bit more thoughtful about what you type in channels, you might have a good PC now but remember you were running on an integrated GPU at one point. @carmine tree
Running the game on iGPU is not possible. If you can't comprehend a simple joke - then you really have comprehending issues with English.
Nice one
?
you literally can't make a difference between a joke and a serious claim. You really tought I ran the game on iGPU ,did ya ?
I actually ran the game on an iGPU so jokes on you
you can run the game on an iGPU and it is not enjoyable just a little bit of info for you 🙂
so you ran the game on iGPU and then you are whinning about poor optimization ,huh ?
I ran the game on an iGPU almost 3 years ago I started complaining about optimization when they introduced ICO
I knew the game wouldn't run well on an iGPU
Calling Squad ‘poorly optimized’ just because some can’t hit 120 FPS on UE5 is dramatic. UE5 naturally adds workload with Nanite, Lumen, and higher fidelity assets-Epic even warns FPS may drop on older hardware. Most complaints aren’t about real bugs, just expected FPS drops. I’ve run ultra 80-120 FPS the last three days-measurable, not anecdotal. Low-spec PCs exist, yes, but painting the whole game as broken? That’s just being ignnorant
I actually upgraded my rig before ICO was introduced
Squad is poorly optimized thats the whole point of UE5
So they can repair the game
I don't think you understand what my original argument was so let me just break it down one more time, you were not helping anyone with your message
Exactly.And people are calling the game unoptimized because they experience expected fps drop. For sure it needs further optimization,but its not that bad as people with poor performance describe it
They are being too dramatic, its not end of the world
"but its not that bad as people with poor performance describe it" have you experienced their experience?
There will be some people being dramatic about it, that is completely normal but some of these complaints are legitimate
Do I need to own every possible pc configuration out there to know what is like getting lower fps with newer updates. Personally I also had some fps drop since the update - is it the end of the world ? NOT . Squad is not the first game that caused this - it will not be the last one as well.
Then if you understand what its like getting lower fps with newer updates then you should also understand that people might be having a worse experience than you
All I said was not to contribute to the conversation if you don't have anything useful to say