#OPTIMIZATION REQUESTS

1 messages · Page 7 of 1

rotund echo
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Maybe you can run Factorio ?

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Or some lightweight game

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League of Legend will most likely work

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But asking a 100 players 20km² map like Squad to run on this is very optimistic

austere tree
rotund echo
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Yea

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While searching for benchs I found that his AMD CPU was comparable to an I7 3700 or something

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so it's not even bad

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It's just

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Squad is too memory constraint for it to work

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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

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Even that Russian RAM magician won't be able to save that DDR3

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Can still ping him for funzies though

hexed tapir
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Arma runs very well with little to no issues and i can slam Crisis 3 at 40FPS stable on High Quality

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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.

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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

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Hell, Cyberpunk didn't give me this many issues.....

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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

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The Temps were pulled after playing Squad on High Graphics for over 4 hours straight.

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and the fun part is the Heat Sink.... its STOCK

crude jolt
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upgrading the system is not an option optimizing the game is

crude jolt
austere tree
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@crude jolt yeah sure. Just optimize your Squad, bruh, that's all

static cosmos
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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

fluid frost
static cosmos
static cosmos
fluid frost
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Basically tried a lot

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40-50 fps max

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1440

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Medium graphics

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I think dlss is on

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Other apps are closed

static cosmos
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3060ti not enough for 1440p

fluid frost
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Really?

static cosmos
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Yeah

fluid frost
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What would you recommend?

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For an hpgrsde

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Looking to upgrade in my gpu tbh

static cosmos
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here a person on 10600k has 80-100 frames in the game on average, I don't think the problem is in the processor

static cosmos
fluid frost
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May you give me some time to look for that? I do not remember it on top of my hesd

static cosmos
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Win+r msconfig32

fluid frost
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Yep

fluid frost
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im pretty sure its a shitty mother

static cosmos
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It’s not the motherboard

fluid frost
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oh shi

static cosmos
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Do you happen to have a computer from thunderbot?

fluid frost
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thats the only thing that closely resembles a motherboard

fluid frost
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dell

static cosmos
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I advise you to reassemble the computer in general, in fact, the motherboard from alienware is terrible

fluid frost
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well you see i am not a quite expert in that, and since its especially a alienware, they have some weird shit going on

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i would have to watch yts tuts

fluid frost
static cosmos
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You can install any video card. But I still advise you to reassemble it, because updating it is such a hassle

fluid frost
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You are saying to reassemble the motherboard, as in getting a new motherboard, correct?

static cosmos
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buy conditionally b650, 7600 or 9600 and ddr5 6000 cl30

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socket is already outdated lga 1200

fluid frost
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I will note this

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this would visually improve performance?

static cosmos
fluid frost
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all compatible and workable for my type of alienware, correct?

fluid frost
hexed tapir
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The last game log for Squad (Running Steel Division Mod) 90% of the errors I'm Seeing are AUDIO errors....

exotic sand
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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.

latent shoal
# hexed tapir The last game log for Squad (Running Steel Division Mod) 90% of the errors I'm S...

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.

scenic parrot
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brother is runing amd fx cpu rip budy

scenic parrot
hexed tapir
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Check: is AMD processer? Y/N= Y. Then run X config..

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Though disabling Windows 10's gaming mode did help quite a bit....

hexed tapir
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Now it just hiccups a bit then moves on

rotund echo
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UE5 is the ultimate justification for most of the tech debt.

Public game should swap to UE5 not in too long

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And UE5 is said to mostly help with stutters more than FPS, according to interview

hexed tapir
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Honestly? Squad should have stuck with the Refractor 2 engine. less issues, same graphics capacity.

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Then again, EA has a history of ruining things for everyone. I miss Battlefield 2142

misty swift
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Claiming that it could deliver a similar or better result than UE5 makes no sense at all.

static cosmos
hexed tapir
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Only thing that has really changed is the Windows version....

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and getting more ram

static cosmos
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I don't know, on Xeon for example people suffer in Project Reality

austere tree
hexed tapir
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First time I'v ever seen it go above 20%

rotund echo
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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

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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

latent shoal
# rotund echo Btw <@132791223080583168> , there is one thing I am curious about regarding opti...

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.

rotund echo
# latent shoal To my knowledge, Some dynamic shadows within Squad UE4 are set with a transition...

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

latent shoal
# rotund echo Ty for your answer How would you compare the upcoming Dune Awakening to Squad ?...

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.

wraith compass
hexed tapir
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She's old but still works very well.

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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....

static cosmos
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because UE5 uses the cpu better, surprisingly?

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UE4 relies on single-threaded performance

hexed tapir
rotund echo
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It's not dumb it's just logic

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Developpers works with the hardware they have at the time

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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

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Also most devs, specialy the smallers teams, work with an engine someone else made

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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

static cosmos
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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

rotund echo
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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

hexed tapir
rotund echo
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According to Steam survey intel still has 60% market share on the cpu side

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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

hexed tapir
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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.

rotund echo
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?

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Who plays games made by suchs companies today ?

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Nowadays indies games have never been better and AAA have never been so low

static cosmos
hexed tapir
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Anything with EA involved in it falls into the category, Nintendo, Ubisoft, Blizzard...

rotund echo
static cosmos
hexed tapir
hexed tapir
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You could run the game on practically anything that can read C++.

white jay
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does higher AA quality/samples have more or less blur and should i have one or the other higher or lower

rotund echo
# white jay does higher AA quality/samples have more or less blur and should i have one or t...

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

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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

hexed tapir
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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...

fluid frost
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Has this new update for ue5 changed performance in a better way?

rotund echo
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Yes

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On a few things but not fps though

white jay
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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

scarlet mist
fluid frost
dense rampart
tiny plank
tiny plank
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The effect is that the image becomes more blurry in motion

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And since your screen is always moving in Squad, you're gonna basically always have this blur xd

tiny plank
# rotund echo The reason game still heavely relies on single core performance to this day is b...

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.

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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.

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And surprisingly disabling mutlithreading makes performance in Squad better (again because threads rely too much on each-other and go into deadlocks)

static cosmos
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in the squad. isn't it?

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the game uses 8 threads, and the main load is on two

static cosmos
tiny plank
white jay
slow pendant
austere tree
slow pendant
austere tree
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I guess it's alright now

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Well, trees and shadows are awful, but overall is ok

misty swift
misty swift
tiny plank
tiny plank
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it does sharpen TAA but its fake effect

misty swift
cobalt relic
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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.

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On the shooting range made with Unreal Engine 4, I used to get 60–70 FPS

steel walrus
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UE5 uses more resources so some may see a FPS increase some may seen a drop in fps

rotund echo
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Big news actualy. The main factor limiting fps was the game's inability to tap into the hardware

teal wing
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I'm using a 9070xt and performance was much better this test but still unplayable. hoping for fsr4 support soon

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I would like a smooth 60fps instead of a choppy 70

austere tree
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wtf even rx6600 is not that bad

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well maybe THAT bad, but its rx6600

slim path
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idk why the frame gen dosent someone can tell why? I got 4060

teal wing
fluid frost
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hows the performance in playtest 3#

magic elbow
fluid frost
magic elbow
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3700x 32gb ram ddr4 2060 super

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@fluid frost

fluid frost
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I see

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Well the map u played was always unoptimized so

magic elbow
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My ggame when i unscope

vague mulch
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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

thorn lion
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Holy based imo

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I am very surprised

dull token
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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

thorn lion
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I am no longer surprised

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There were big perf differences on the range this guy noted

dull token
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wait, new pip ?

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i thought they let you remove PiP

latent shoal
dull token
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Ohhhhh, interesting, so one camera, instead of two (i wonder if you can still call it PiP then 🤔 )

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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 😄

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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...

magic elbow
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You might as well put back the old aiming system which was more optimized and is much better than the PiP

latent shoal
# dull token cant post links ? ok, So reading the post on the PT squad discord, this is so du...

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.

dull token
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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).

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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

violet steeple
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basically

glass python
rotund echo
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No offense but did the devs study the case of PlanetSide 2 ?

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It's kinda similar

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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.

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Then

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They did something amazing

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While the game was unique enought to live off for years by literaly not doing anything to it, just maintaining the servers

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The devs started to invest their efforts into things no one asked for

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To bring up a new vision no one understands

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And after brutaly murdering the game for years

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Ppl started to be fed up with it

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And once the players cross the line

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They don't come back

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And now the game is on its deathbed, merging servers to try to extend its lifespan

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One core exemple of things PlanetSide 2 messed up realy badly was the flight system for its aircraft

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The fly system of PlanetSide 2 was pure, raw genius

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Simple, yet effective. Accessible, yet very skilled

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So what did they do this masterfully crafted, beautifull thing ?

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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

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And, just like this, in a single patch, they forever killed their flight system

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Squad is very similar to PlanetSide 2 in thoses regards

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No one asked for ICO

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No one asked for the ATGM rework

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Yet, now they exists, and the game is forever different to what players used to like

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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

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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

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but anyway

steel walrus
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How does any of that have to do with optimization lol

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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??

latent shoal
# glass python I'm no dev but isn't it possible to include a resolution slider for the world ar...

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.

glass python
latent shoal
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I'd have to double check

slim path
sleek zenith
rotund echo
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Although, rest is wildly off topic

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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

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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

fluid frost
rotund echo
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ICO + ATGM Rework

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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

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And before ICO I used to play inf while waiting for my vehicle to spawn. Cause i'm still a vehicle player mainly

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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

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Same for ATGM

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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 ?

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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

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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

slow pendant
# fluid frost How has the gameplay been murdered?

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

spark nexus
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worse fps = worse experience, i even often play with vehicles with my friends because its more fun and game doesnt perform worse

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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

latent shoal
spark nexus
teal wing
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devs are just employees

rotund echo
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No ?

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That might be the case for large studios directed marketing directors who are driven by money hungry shareholders

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But both Squad and PlanetSide 2 are small independant teams

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That excuse don't work for everyone

half folio
# latent shoal

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?

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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

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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

rotund echo
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Let's be real, the real, hardcore, sweaty milsimers play Arma

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So idk why Squad made the radical turn that ICO is

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Trying to appeal to players that don't play your game while pissing off players that actualy play your game

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There is a reason why I played Squad and not Arma

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PiP is yet another feature of "realism" no one asked for, that accidentaly killed fps

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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

steel walrus
# rotund echo But both Squad and PlanetSide 2 are small independant teams

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.

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Either way I have to say this is still not related to optimization this is just arguing nothing that matters

latent shoal
# half folio so about the scopes what's the point of having some scopes be objectively worse ...

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.

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Every optic in Squad, was acquired and accurately recreated in Squad. As this ICO teaser image, shows some of that in studio.

half folio
#

you're using the scope in a poopy way, the scope is fine

latent shoal
# half folio that's just *no*

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 kekw

half folio
half folio
# latent shoal

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

latent shoal
# half folio what's the point when u gonna have zero peripheral vision anyways? just put ur f...

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

rotund echo
tiny plank
#

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

rotund echo
tiny plank
rotund echo
#

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

tiny plank
tiny plank
tiny plank
rotund echo
#

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

steel walrus
latent shoal
#

Lets get this thread, back on track thanks. Create feedback threads or utilize general channel for unrelated topics.

fluid frost
thorn lion
limpid rivet
#

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

slim wolf
rotund echo
slim wolf
#

Oops

vernal sable
#

stop legs and body sticking through walls which never got fixed from day 1.

fluid frost
#

anyone seeing increased performance or loss in performance

steady badge
#

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.

latent shoal
# steady badge I tell you why Squad is running like shit. If you use admin cam and look under t...

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.

hexed tapir
#

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

static cosmos
mossy schooner
#

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

noble flame
#

في سيرفر الاختبار الخاص بUE5 بنص الكيم والبلير يصير ميقفز او ميتسلق الا اسوي اعادة نزول

#

باخر سيرفر اختبار صارت هذي المشكلة

severe glacier
quick sequoia
#

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

quick sequoia
#

UE4, UE5 is getting 55fps and 30fps average

static cosmos
#

asrock timings configurator

#

for 11400f strange

quick sequoia
#

im not downloading random stuff lol

static cosmos
#

version 4.17

#

need screen like that

quick sequoia
#

ok ill check it out

#

i dont have an asrock motherboard

#

gigabyte

static cosmos
#

you have 4x16?

quick sequoia
static cosmos
#

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

quick sequoia
#

yea i changed it

#

idk what that all means

#

what is 8x2

#

it says dual not single

static cosmos
#

and 16 gigs x 2

quick sequoia
#

oh

static cosmos
quick sequoia
#

the program says dual tho

static cosmos
static cosmos
#

when it's two-channel, it says quad

quick sequoia
#

thats how the youtube tutorials put it

#

1,3,2,4

static cosmos
#

yeah

#

your memory works in single channel

quick sequoia
#

how do i change it

static cosmos
quick sequoia
#

oh they have to be same size

#

ok ill do xmp

static cosmos
#

or better yet, manually set the timings on the RAM

quick sequoia
#

enabled Xmp and pc won’t turn on

#

Cleared cmos too

static cosmos
#

make 3200 frequency

#

maybe the frequency is high on xmp, that's why it doesn't start

quick sequoia
#

ok i turned off xmp and jst changed it to 3200

#

it works now

steady badge
#

You on 1080p ?

static cosmos
static cosmos
tiny plank
#

But for me 1080p to 2K has same FPS, I only lose FPS at 4K because shit video card

steady badge
tiny plank
#

No vsync obviously

#

I have Gsync on though

austere tree
quick sequoia
#

5fps

last zinc
#

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.

steady badge
last zinc
last zinc
#

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

last zinc
#

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

severe glacier
#

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.

last zinc
#

graphics arent that impressive to eat the full 8gb up, Lets hope this is fixed in UE5

sleek zenith
#

VRAM usage is a major issue

#

on my 1660 its always hovering around 50% usage but my VRAM is maxed out

cosmic prairie
#

5800 X3D
5070 Ti
32 gb ram

I'm currently on DX11 but curious if I should switch to 12

thorn lion
quasi mauve
faint shadow
#

I play on Gtx 970 and i7 7700k 40 fps iż WILD

austere tree
#

What did he mean by this?

frigid gale
#

no offence

timid quartz
# cosmic prairie 5800 X3D 5070 Ti 32 gb ram I'm currently on DX11 but curious if I should switch...

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).

crimson kiln
frigid gale
#

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

static cosmos
#

you have that pc now?

#

and your resolution 1080p?

frigid gale
#

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

static cosmos
#

It's a shame you don't enable the XMP profile. Not to mention the BIOS settings.

magic elbow
#

i have a little shuttering when i scope since the last update, im alone?

mossy harness
#

Performance is NOT good on the new test

#

painfull even

thorn lion
mossy harness
#

getting 60 FPS is a challenge

teal wing
#

9070xt 5700x3d 32 gb of ram at 3600mhz
not sure of my timings but I also cannot maintain a solid 60 even with fsr

spark nexus
noble flame
#

In ue5 playtest I soldier couldn't jumb and overcome obstacles or fences

abstract basalt
#

My feedback is: "Optimization" 🙃

Nobody asked for UE5, specially if it just comes worse than what is already

abstract basalt
austere tree
steel walrus
#

it uses more of your entire system, clear your cache and it'll run better

mossy harness
#

and we will be eating it for a while unfortunatelly

mossy harness
#

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.

misty swift
#

Yes because Nanite is superior for complex large scale scenes.

misty swift
#

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.

austere tree
#

😁

mossy harness
#

Nanite is Runtime Lod, which we already had with DX 12

mossy harness
austere tree
latent shoal
#

Get this thread back on track, or people will have to be put in the naughty corner.

static cosmos
#

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💪

austere tree
spark nexus
#

Game and Draw threads are 30% slower in total in UE5

frigid gale
#

interesting video

#

would remaking the entire game just be easier? 😆

#

ICO has completely ruined the game

austere tree
frigid gale
austere tree
#

But you have

void blaze
#

we need good optimization

static cosmos
#

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

spark nexus
fluid frost
thorn lion
steel walrus
# austere tree

💔 posting threat interactive images like that means anything

#

dudes a full time grifter

steady badge
thorn lion
steady badge
#

It depends.

#

Just improving so I can eventually return when I am older.

thorn lion
lunar fjord
#

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

wind elbow
#

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

steel walrus
lunar fjord
lunar fjord
#

Lowest settings at 720p should work

steel walrus
#

I dont think the game will boot without 6gb of vram but i am unsure of that

latent shoal
lunar fjord
lunar fjord
#

My specs are an i5 11400h, 16gb ddr4 ram, rtx 3050 4gb vram, and a 7gb/s ssd.

spark nexus
ionic pivot
#

My review will remain negative until performance improvements to optimise the game are made.

steel walrus
#

Very nice 👍

frigid gale
#

I have never seen any devs or mods type anything positive about optimization progress in here

steel walrus
frigid gale
#

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

steel walrus
#

scroll up over the past 3 months there has been tons of positive comments on it

frigid gale
#

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

steel walrus
#

UE5 yeah, its not the perfect upgrade but its an upgrade for many many reasons

frigid gale
#

100% but optimization in general has been poor

steel walrus
#

I personally have lost 20fps but my game has become significantly more stable

frigid gale
#

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

steel walrus
# frigid gale 100% but optimization in general has been poor

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

steel walrus
#

I think it was 5.5? if not 5.3/5.6

frigid gale
#

must of jinxed it sorry guys

latent shoal
frigid gale
#

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

frigid gale
#

this isn't the place for that

#

I would make a thread if I was you

misty swift
#
  1. Offtopic
  2. Its the server admins decision
sand lava
#

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

sand lava
static cosmos
#

dowload 1.35

#

and give screen

#

look like problem on ram

#

@sand lava ?

sand lava
#

Do u see anything?

static cosmos
# 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

sand lava
static cosmos
#

Answer this question. I will help you with the problem later.

sand lava
#

Al Basrah Full Server 60-90fps

sand lava
static cosmos
#

cpu bottleneck

static cosmos
sand lava
#

yep

static cosmos
#

can dowload cpu-z and screen spd tab

#

need to know what the manufacturer chips

static cosmos
#

spd

sand lava
static cosmos
#

hynix good

static cosmos
sand lava
static cosmos
# sand lava

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

static cosmos
#

Although probably in 64GB the chips are A-die, instead of M-die. But in general it doesn't matter

slim path
#

?

static cosmos
slim path
#

really idk what I can do with it maybe u can help me with that please?

slim path
static cosmos
#

avg fps in game?

slim path
#

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

static cosmos
#

know how to open bios and change timings?

slim path
#

yeah but I dont know which recommend timing I need

static cosmos
static cosmos
slim path
#

alr one sec ill try it now

static cosmos
#

3600 is impossible to do, because apparently the processor can't handle it in gear 1 mode

slim path
#

Look

#

Im there

static cosmos
# slim path Im there

click on the timing and somewhere on the right the name should be written in abbreviated form

slim path
#

Ohh

#

Wait I can’t find the gear how I can make it 1 ?

static cosmos
slim path
#

I found a something that

static cosmos
slim path
#

Yeah now I got 1:1 and 1:2 1:4

static cosmos
#

1:1 make

#

yeah

slim path
#

Alr i did

#

Now

static cosmos
#

frequency 3466

#

too

slim path
#

Yeah I did

static cosmos
#

xmp disabled

#

dram voltage 1.35

slim path
#

I got only xmp I or xmp 2

#

Or auto

static cosmos
#

auto make

slim path
#

I did auto yeah what now

static cosmos
slim path
#

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?

static cosmos
static cosmos
slim path
#

Alr now scroll down or just change the cas and ras

slim path
#

And I got here this

slim path
#

It’s it ?

static cosmos
#

if some timings are not from the list, then write

slim path
slim path
#

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

static cosmos
#

reset bios

#

you must have done some of the timings incorrectly

#

wait, you make 3600 gear 1?

slim path
#

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?

static cosmos
#

okay make 3300 with my timings

slim path
static cosmos
slim path
#

but i really dont understand when im settings the tcl al this i cant found these settings

static cosmos
slim path
#

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

static cosmos
slim path
#

Ohh so like that look

static cosmos
slim path
#

Oops I

#

I got two things that called Trfc

#

3*

#

Make both them 560?

static cosmos
#

trfc1 560

#

another doesnt work

slim path
#

Alr

#

I got something that calling tCCd_L

#

Don’t touch it ?

#

And I got tWTR

static cosmos
slim path
#

alr

static cosmos
#

tcwl doenst change

slim path
static cosmos
misty swift
#

Can we rename this channel to Memory Overclocking 101 lol

static cosmos
misty swift
#

This issue wont exist after UE5 release

#

Then use low shadows?

#

Where is the problem then?

misty swift
#

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.

broken lance
#

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.

austere tree
#

Epic shadows is an experimental setting for future generations of hardware

#

I suppose

fossil shore
#

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

steel walrus
#

Download the Public Testing version of squad and the main version, you'll already see a good difference in size

slow pendant
austere tree
#

So much space for new maps

#

And remakes

abstract basalt
wraith compass
#

has this game actually improved in optimisation in the past year. if so ill install it again

thorn lion
sharp mango
frigid gale
#

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

static cosmos
frigid gale
static cosmos
frigid gale
static cosmos
static cosmos
#

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

frigid pecan
#

please add fsr 3/4 support

severe glacier
frigid pecan
#

):

mental robin
#

optimize for xeon and Intel arc b580 graphics cards

stone violet
#

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.

static cosmos
stone violet
misty swift
latent shoal
#

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

austere tree
#

PiP in this economy? I'll be damned.

thorn lion
thorn lion
small coral
#

its normal 50-60 fps in squad?

severe glacier
#

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)

sleek zenith
#

unless ur playing really high

small coral
sleek zenith
#

effects take up a lot of performance

#

especially when shooting, watching explosions etc

small coral
#

and with low effects same performance

severe glacier
timber current
#

5-8 FDPS while ADSing still?

fluid frost
#

what woudl cause bottlenecks, my 11th gen intel core i7-11700f or my 3060ti 8 vram

fluid frost
misty swift
teal jacinth
#

somehow this counted as "a stuck problem" while the wheels aint sticking into the car like disabled people , great job at making ur game

limpid rivet
#

Fsr 4 work now on amd 9000 cards in Squad .

frigid gale
#

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

frigid gale
#

so its not overheating

limpid rivet
#

7800x3D and that big stutters 🤮

frigid gale
#

if you don't mind can you tell me what settings on AMD you have enabled for squad?

vague mulch
#

in the playtest the performance is actually better when using pip scopes - devs are delivering

spark nexus
frigid gale
frigid gale
#

do i need to have the game running?

static cosmos
#

need to watch what motherboard make

frigid gale
static cosmos
frigid gale
static cosmos
frigid gale
#

i dont have an option for unzip

static cosmos
#

Do it however you find most convenient

frigid gale
#

okay then what

#

it just isnt working

static cosmos
frigid gale
#

didnt work

static cosmos
#

strange

static cosmos
#

1.35?

frigid gale
static cosmos
frigid gale
limpid rivet
gaunt cradle
#

2060 Super
i5 10400f
2x16Gb Ram

Can anyone help me for optimization

hoary river
#

for squad should i buy this specs:
asus dual rtx 5070 gdddr7 OC
2x16 GB 3600 MHZ cl18
i5-14400f

spark nexus
hoary river
#

will the ddr4 still be enough?
I will ofcourse enable XMP 2.0

#

i play 1080p

spark nexus
#

well it should be enough but UE5 might be too heavy

misty swift
misty swift
spark nexus
misty swift
spark nexus
misty swift
hoary river
spark nexus
#

at 1080p it will xd

hoary river
#

i asked gpt

steel walrus
# hoary river

gpt can make stuff up, 14400f will bottleneck anything past a 3070 at 1080p

hoary river
steel walrus
#

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

hoary river
steel walrus
#

Do you mean the issue where it kills itself over time or the cpu itself is unstable

hoary river
#

yes

#

i mean both i guess?

#

mostly first one

#

because of the voltage

static cosmos
#

I have 14600k and 12400f and it still works great

hoary river
static cosmos
#

better buy 14600kf

hoary river
#

correct

random spire
carmine tree
#

Can you fix dimming and brightness when looking trough the window in vehicles , and also remove that huge blur when scopint out your weapon

hexed venture
#

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.

tacit compass
verbal topaz
#

What version is fsr now? Is it still fsr 2 ?

silk pilot
#

3.1

hybrid plank
#

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?

hybrid plank
#

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.

trail horizon
#

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

hybrid plank
#

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.

honest current
trail horizon
honest current
trail horizon
#

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

teal jacinth
#

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 )

crude pendant
#

Id recommend getting Lossless scaling. Imo it works well and feels smooth too after a bit of tweaking with the controls.

teal jacinth
#

i tried LossLess before but yet somehow they looks wors-er n fps still the same after applied ( tried youtube tut )

crude pendant
misty swift
#

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?

trail horizon
#

and I still load first into the game so ram defo not a problem

misty swift
#

Sometimes, especially with squad, the scheduler messes up badly

#

Also delete your squad folder from appdata/local

hexed venture
#

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.

frigid gale
#

also make sure your game is in full screen

#

gave me more fps

hexed venture
#

It is in fullscreen though

frigid gale
#

you tell me

#

just run graphics low, would recommend upscaling

#

if you have the option too

hexed venture
#

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

trail horizon
misty swift
#

So this is not a game issue

trail horizon
#

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

spark nexus
tame quarry
spark nexus
tame quarry
trail horizon
tame quarry
trail horizon
#

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

tame quarry
#

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

trail horizon
#

Like people who were running 100 fps before now do 30

#

on windows

tame quarry
#

ue5, especially nanite, EAT ram

trail horizon
trail horizon
#

I loved the fact that there is finally no fog in Squad

#

it's day and night for a tank

tame quarry
#

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

trail horizon
#

I am just surprised they released it so messy

#

Lots of people said it ran better on the playtest

#

Even looked better

misty swift
teal jacinth
trail horizon
misty swift
limpid rivet
trail horizon
carmine tree
limpid rivet
trail horizon
#

maybe with 1080p I would have that but I have a big monitor

misty swift
#

So probably some Linux related issue

static cosmos
#

loh

limpid rivet
trail horizon
#

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

spark nexus
spark nexus
trail horizon
trail horizon
spark nexus
#

you shouldnt go with UE5 for games unless you are very competent dev and know how to avoid its issues

trail horizon
#

I love the concept, but I've used other engines that just seemed much easier to use

spark nexus
young lion
#

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

spark nexus
#

thats prolly just frame accumulation, can you post the video of it on youtube?

#

@young lion

young lion
misty swift
dapper hamlet
#

the sound design...you cant tell where the sound is coming from anymore. please fix that as well

north hinge
#

Fucking fix ultrawide

tender seal
native gust
#

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

crisp umbra
#

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)

misty swift
quaint laurel
#

I can’t even join a server 😭

storm wing
#

i cant even open the main screen

#

i can just watch the intro

#

fcking refund my money

frigid gale
tender seal
frigid gale
#

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

frigid gale
carmine tree
frigid gale
carmine tree
#

If you are experiencing issues comprehending english - then that is not my problem...at all

frigid gale
#

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

carmine tree
# frigid gale to simplify things I just don't see the point of typing a childish message with ...

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.

frigid gale
# carmine tree Well you have to understand my point too...because majority of people does not e...

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.

frigid gale
thorn lion
#

Lol no positive reveiws yesterday, none yet today

frigid gale
#

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

carmine tree
carmine tree
frigid gale
#

?

carmine tree
#

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 ?

frigid gale
#

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 🙂

carmine tree
frigid gale
#

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

carmine tree
#

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

frigid gale
#

I actually upgraded my rig before ICO was introduced

frigid gale
#

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

carmine tree
# frigid gale So they can repair the game

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

frigid gale
#

There will be some people being dramatic about it, that is completely normal but some of these complaints are legitimate

carmine tree
frigid gale
#

All I said was not to contribute to the conversation if you don't have anything useful to say