#OPTIMIZATION REQUESTS

1 messages · Page 9 of 1

misty swift
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Yes this is how it is supposed to be

tame junco
misty swift
tame junco
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Are you sure?
I have R5 5600x + 4070 Super
And I have less FPS now even on super Low settings

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120fps with ultra low now vs 160fps stable on high on UE4

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In FHD

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I dont think it's 4070 super bottlenecked

misty swift
tame junco
frigid gale
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That's why they upgraded to ue5

tame junco
midnight crow
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FPS on goose bay / lashkar / anvil / kokan are awful, 150/200 in every map but 50max here

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worst being goose bay

hollow delta
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I'm going to change the game's audio and the game closes by itself. Are the devs fixing the game or are they just thinking about money?

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@void valve@latent shoal

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It's so annoying to play a game where the devs don't apologize for the state of the game, and they don't listen to the community and so they listen and only think about money.

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we can make a donation to squad and its devs who don't listen to the community

lapis whale
icy pulsar
# lapis whale Well have you seen War Thunder OWI could definitely be handling things better bu...

"Other games are worse thus the current state of squad is not that bad". Seriously? The game has gone to shit and it is because of many ACTIVELY made decisions from the management and developers over SEVERAL YEARS. And he has a point about apologizing for a shit build.
For those who remember witcher 3, this is how you do a proper apology (and this was only for a small bug after one patch)
"If something breaks, it must be fixed" meanwhile OWI just piles shit on top of their shit instead of fixing long-standing bugs....

red echo
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And of course, it's also a game from an Indie company.

hybrid plank
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Devs must quit fucking around and start listen to their community. People who played your game for thousands of hours tell you how to actually improve it for free and being ignored. That's what throws players off.

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Like what's the point in having community manager who can't respond to people for more than a month.

north hinge
fluid frost
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Intel® Core™ Ultra 9 processor 285 (24-Core, 76MB Total Cache, 1.9Ghz to 5.6GHz) NVIDIA® GeForce RTX™ 5080 16GB GDDR7
32GB Dual Channel DDR5 (2x 16GB - Green) 5200 MT, ** will this pc run 1440p on medium graphics at 100+ fps**

warped tartan
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Is this thread still beeing considered by the company as a feedback for suggestion or they just forget to delete this thread (in case of it is not beeing used at all)?

north hinge
limpid rivet
pastel harness
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1440P

tame junco
spark nexus
austere tree
topaz blaze
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bois, just buy 9950x3d with an rtx 5080 and the problem is solved 😄

red echo
tribal fulcrum
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This. OWI does anything but optimize the game lmao.

steady badge
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So it took three weeks to drop a "hotfix" to fix one single thing, and now this thread is unpinned?

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Pretty sure no one from OWI was even checking this thread at this point

hybrid plank
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I love how they "fixed" muzzle gases, but the absence of grass on Yeho for more than a month is still ok

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Feels like playing the very first ArmA 25 years ago

spark nexus
silk pilot
steady badge
hybrid plank
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Also would be nice if vehicle's wheels "stucking" under the ground would be fixed. Like ffs, 50 bucks game - you start the round, all 3 of your logis cannot move because of that bug, you're rolled to the 1st point in 20 minutes. 10/10 gameplay. Wish I could get refund after 3.5k hours, until they pull their shit together and start do something about the current crap the game is.

gloomy flint
red echo
mellow swift
frigid gale
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wonder if they have made any progress towards optimization

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I highly doubt it but would be nice to get an update

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when was the last time a dev/manager actually gave an update about optimization in this channel?

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or even acknowledged a message in this channel

vague mulch
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The framerate in Squad has never been as stable as it is now. If you want to get more frames I'd say it's most convinient to get better hardware or to have lower expectactions about the max framerate. Stable frames > high frames.

If you want to get smooth experience, cap frames with RTSS and use some motion blur, also set post processing to epic to get best motion blur.

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I don't think the hardware requirements will get lower anytime soon.

crystal chasm
vague mulch
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just any amd x3d cpu, and some dlss capable gpu and you should be able to run squad at 60fps at 2k

4k is a problematic though

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haven't tested anything below 4070S, but the gpu load is not that high in my case now

thorn lion
red echo
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In other words, if you don't have a mid-to-high-end or high-end GPU, you're screwed.

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Or not even that, since cases have been reported with graphs like 3080 or 4070

frigid gale
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And you do realise not everybody can just suddenly buy a X3D CPU right

pastel harness
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in PT there is more FPS

frigid gale
vague mulch
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and I do think that many people could get better experience by properly set their hardware and use RTSS frame cap with some motion blur to get smooth experience like I wrote here:
#1230645447270465657 message

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for 60Hz monitor I capped frames via RTSS to 63fps, and set the motion blur to 0.2-0.3, and epic settings for post-processing, no need to have more frames with thist setup

remember: eyes are very sensitive to framerate fluctuations, not the framerate itself, i.e. stable 60fps (capped by rtss) is way more smoother than 90fps but capped by in-game setting that fluctuates

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so:
disable vsync - to get better latency
disable in-game frame limit - as it's not stable
use RTSS to cap framerate 2-4 fps above monitor refresh rate (instead of in-game limiter)
use motion blur - even a small amount helps
use epic post processing setting for better motion blur

red echo
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Squad's fault

frigid gale
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It has been 2 months since UE5 came out, over a year since this thread was made and over 2 years since performance complaints started to rise. A decent amount has been done in those 2 years, new factions, weapon skin packs, emote packs, new/updated maps, a complete overhaul to gunplay, numerous bug fixes (apparently?), vehicle handling overhaul and an engine upgrade, its good but with all those updates and hot fixes I fail to notice anything significant to help counter the consistent performance issues that this game has.

The first mention of UE5 was almost a year ago on November 26th 2024, in that post this was what was said about performance. "The first thing my team did was to have an Unreal Insights profile taken on our minimum spec machine and my team went over that for about 2 weeks, documenting all the issues we found, and what was costly. Once we had that list of problem items, we dug into each one briefly to get an understanding of the scope of fixing them. Once everything was said and done, we had around 43 pages of notes documenting the various performance issues with Squad." (read the full thing here https://store.steampowered.com/news/app/393380/view/4459221603601877515?l=english) obviously they had a plan on how to counter these issues and it was going to be complicated (I don't blame them).

Since the release of that devblog there has been 6 public play tests on UE5, The first playtest people gave mixed feedback about performance, some said it had improved, some said it was the same and some said it was worse. 3 weeks later the 2nd playtest, this time feedback seem to lean more towards the negative side, FPS drops and stuttering when ADSing. 3 weeks later the 3rd playtest, mixed feedback again, positive and negative. a week later the 4th playest, negative feedback about performance. another week later we are on the 5th playtest now, more positive feedback about performance. 1 month later the final playtest, feedback was mixed but was more negative

Listen up, Squaddies. This is a long one, but it's worth it. Get in here and lock in!

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So after 6 playtests and 18 days of feedback from the community there still seems to be an issue involving performance and I'm sure many bug fixes are needed as well. A month and 19 days later we finally have the release of UE5 and a note regarding performance, alright they have had a few hiccups with optimizing maps and seem to at least acknowledge that performance seems to be an issue, alright no problem at least it has been noted, maybe these next 6 bug fixes might have something that will improve performance, nope alright that's fine its a bug fix after all.

Then we get an announcement from squad command, they are shifting their focus to a "community-first development" and "A big piece of that vision is a brand-new Community Development Team. Their entire purpose is to listen, engage, and deliver — to focus on the things you’ve been asking for: long-standing bugs, quality-of-life improvements, and community wishlist items." that sounds like a great idea I wonder what their first plan is,
oh, its vehicle handling, that's a bit disappointing but there is a mini roadmap which includes... 3 months of vehicle handling fixes.

Safe to say that was pretty disappointing but what's this, a new update for squad? maybe this includes something that will help fix the performance issues, its a new faction and a few more gun skins, oh and an emote pack, but at least they "Improved memory usage on foliage-heavy maps." I guess a step in the right direction, nevermind my performance has gotten worse again.

It has been really disappointing and frustrating that these performance issues that have plagued the game still seem to exist and whilst there has been many updates there have been none to counter this issue, there has been mere mention or acknowledgment of such a large issue. You mention that UE5 "is what will allow us to ensure Squad can thrive for the next decade." Unfortunately I don't see this game thriving for the next decade with a consistent decline of players.

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@gloomy flint I would appreciate if you read this, I apologize for pinging you.

split badge
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So many things to say, but bro chose to speak Facts!

red echo
# frigid gale So after 6 playtests and 18 days of feedback from the community there still seem...

You know what the worst part is? It's that OWI will take months, or even years, to actually optimize the game. OWI takes a long time to solve problems, for example, the ICO system took two years to perfect. And yet, despite the clear evidence of OWI's poor performance, Why the hell, the transition to UE5 was done with playtesting, with OWI QA testers, and with the green light from the game director who, by the way, Luckily he's already been fired, but there are still people defending OWI, defending his poor management of the game, his slowness in delivering fixes, Despite their poor communication and lack of responsiveness to their community, some people still defend everything bad about OWI.

zinc wren
pastel harness
crystal chasm
pastel harness
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same with my friend with 12400H and 3050

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he have 60+ stable FPS

crystal chasm
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i have friends that play on the same GPU but with an old xeon CPU, 16 GB ram and they get 60+ fps without frame gen

frigid gale
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You could also understand that this "roadmap" they have created may drive their attention else where

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pun intended

zinc wren
frigid gale
frigid gale
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That vehicle handling was frustrating.

zinc wren
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You don't know that - and you were not part of the testing where it was indeed game breaking

zinc wren
frigid gale
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I think you are misunderstanding, I'm talking about the handling when we switched to UE5

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the vehicle handling when UE5 was released was not game breaking

zinc wren
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It's pretty good now

frigid gale
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Now its pretty good, when UE5 was first released it was frustrating

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but not game breaking

zinc wren
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when it ported over

frigid gale
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I'm not talking about UE4

zinc wren
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to ue5

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I understand, however that vehicle handling wasn't a major issue, it's not like it was a game breaking issue it was just frustrating. The performance issues have persisted for over 2 years and there has been little to no improvement to help players with the issue

The vehicle handling at UE5 release to public was awful, and lead to alot of issues where it killed the game for alot of people. This was completely obvious in the feedback forums.

frigid gale
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what do you mean by "killed the game"

zinc wren
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Killed the game to people means they close it, and do not return.

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That is what that means.

frigid gale
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Oh so similar to the performance issues?

zinc wren
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One of the many issues that they're working on.

frigid gale
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I feel like you are trying to downplay the whole performance thing which I hope you aren't

zinc wren
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No i'm just clearly stating what's happening

steady badge
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Performance issues affect more people than driving physics

split badge
split badge
misty wind
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Return to UE3 texture pop-in

crystal chasm
split badge
# crystal chasm same thing as was posted on reddit recently, someone getting good FPS on hardwar...

Clearing cache does absolutely nothing, at least for me. And expecting your players to overclock their hardware, that ultimately results in a lower lifespan of said hardware should not be something that is supported. OWI just needs to wake up and focus on PERFORMANCE, not another reskinned faction while simultaneously baiting us with a map in the 10.0 trailer that wont even be included. UE5 was suppose to increase performance, not lower it 40%. My system ran UE4 on 100-120 fps, now im down to 60-70 on low settings. Even "Streets of Tarkov" runs better on my system than "NARVA" which is just crazy in my opinion.

crystal chasm
# split badge Clearing cache does absolutely nothing, at least for me. And expecting your play...

you have to understand that the same people who work on factions aren't the same people who work on performance matters.
you wouldnt expect a chef to work in a construction site? also you aren't expected to overclock to get good performance, because i don't. performance is all around the place currently because you are also getting more performance than people with way higher specs than any of us. speaking of streets of tarkov, it runs considerably worse than any map on squad on my system.
it's not as black and white as you think it is.

split badge
# crystal chasm you have to understand that the same people who work on factions aren't the sam...

I understand your point of view, however this isn't a new issue, not by any means. Its something that has been going on for years and years and people are fed up with it. Constant broken promises and basically gaslighting the community into "everything's fine, we're working on it". You would think after so many people complained, resources would be put into performance more than content. Siege did it, why cant OWI. I remember a Reel they posted a while back on Instagram were they were reading some of the complaints people had and in that Reel they were making fun of the people complaining. Its unprofessional and honestly sad to see, especially for people that have supported this game and studio for a long time. They're basically stuffing a spoiled piece of meat in our mouths and telling us to keep eating it cuz it will get better with time, while not trying to get a new piece of meat. In my honest opinion UE5 was a mistake and it would have been better to just make a squad 2 in UE5. This would have given us a smoother product without spaghetti code for the devs, ultimately resulting in a better game not only for the community, but the developers themselves. Take for example Arc Raiders, it runs flawlessly proving that its not UE5 that is the problem. Its the way the game it setup.

crystal chasm
spark nexus
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It's been years and not much really changed in terms of performance, it still feels the same with all those hitches and low FPS because lots of stuff is not multithreaded, idk why OWI thrown away PhysX as it was a good physics engine and was well multithreaded (as seen in Vite fork of NvRTX UE 5.0.3)

dapper leaf
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my only complain rn is forrested areas, devs need to use some technic or something to optimize it better. like som things dont render behind some trees

frigid gale
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black coast and harju is where I have really noticed a significant dip in performance

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and on gorodok just west of bunkers

frigid gale
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still nothing

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no response

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no acknowledgment

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this is beyond silly

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you could ping these guys and write a somewhat decent complaint about the game and they dont have the time to respond

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but responding to people in gen chat, sure no problem

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Hey dude, its been a year and a half, we are all kinda fed up any update?

thorn lion
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You failed to notice

frigid gale
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FPS took a hit when we switched to UE5 which is somewhat understandable until you realize the amount of negative reviews about optimization during those playtests

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Maybe they did optimize the game and I didn't notice, but this is a continuous problem that plagues this game and there still has not been anything significant to fix the issue

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its so inconsistent

thorn lion
frigid gale
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when I cleared it during the UE5 update it did improve but I definitely felt a massive drop in performance compared to UE4

slow pendant
# frigid gale no acknowledgment

There have been like 4 minor/patch releases that specifically addressed points on optimization.Just because it wasn't enough for you or didn't solve your specific issues doesn't mean they are ignoring it. 🙄

frigid gale
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I just want to know what you think

slow pendant
# frigid gale So what are they doing if they aren't ignoring it

From 9.0 patch:

We've also made extensive updates to our existing maps to ensure compatibility with UE5 and improve performance. These changes include asset and material adjustments, as well as reworking foliage on several maps.

Performance has been a major focus for us. Unfortunately, some of our older maps don’t fully align with these practices, as they were originally optimized for what worked best in the previous version of UE4.

While we've worked hard to bring performance to an acceptable level across all maps, further improvements are planned in upcoming updates. Our goal is to deliver both higher visual quality and smooth gameplay, while maintaining enjoyable performance even on older or lower-end hardware.

From 9.0.3 patch:

Reduced memory usage on foliage-heavy maps.

From 10.0.0 patch (and subsequent hotfix):

Improved memory usage on foliage-heavy maps.
Performance optimizations to reduce hitching during gameplay for systems with 8GB or less of VRAM.a

You are welcome to make the argument that their fixes aren't enough or they should be focusing on more holistic updates that improve the performance across the board, but I find it disingenuous for people to harp on about the devs "ignoring" the problem - They are aware of it and are seemingly making small improvements between each patch, and patch notes specifically call out optimizations. I suppose you want some kind of longwinded apology from OWI leadership because it's taken them so long?

frigid gale
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I didn't specifically say they are ignoring the issue, but they definitely aren't paying enough attention to it as they should be, and no I don't expect a longwinded apology from OWI.

frigid gale
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And before UE5 was released how many updates included something that significantly boosted performance.

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I don't have a weak PC but I know there is plenty of people that do

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even with my current build I still have the occasional stutter and FPS drops on certain maps

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Ryzen 7 7800X3D
9070 XT
32GB Ram

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Game is on an SSD

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depends on the map, on fallujah around 70-80, black coast or harju it drops to 60

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Of course thats playable but not everybody has a good build

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Other maps like yeho, al basrah, gorodok etc Its 80-110 but as soon as you hit the heavy foliage the fps just drops

late valley
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Can you please get rid of volumetric clouds or make the option to disable them? It's useless laborious calculations (how often most of the players will look at the sky?) of lighting

It can be changed into pre-rendered clouds and script that tracks clouds and changes light on the ground.

And also get rid or make option to disable most of the volumetric objects (smoke, etc.)

silk pilot
late valley
misty swift
late valley
# misty swift How do you know they have a performance impact on your system?

Because on my old system I used to set global illumination and shadow quality on "low" for better performance.

And by math, if we set as one action the processing of one collision of a light beam if we would use empty object as "cloud" it would be calculated in O(1) = (constant * 1) "ticks", but if we use volumetric object it will be O(n) = (constant * n) "ticks", where n is number of voxels

misty swift
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it could be 1 FPS. Or 20. No way to test that.

late valley
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But there should be an option for not enough strong computers to calculate that type of lighting, that couldn't be checked by devs

lofty lotus
# misty swift it could be 1 FPS. Or 20. No way to test that.

There is. Eg. Nvidia frame debugger. It has an impact (measured in ms btw). A small(er) impact, but thats literally how game optimization works, normally its not about a few high impact expensive calculations. That's rare (outside of squad I guess...) it's about a bunch of small impact changes that add up quickly.

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On another note, volumetrics having an impact is kind of an obvious one to be frank. They're insanely expensive calculations compared to their alternatives and normally used very sparingly. Squad has literally no benefit from them.

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Although it does seem so laughable to have them in squad I'm actually doubting they are in use.

misty swift
misty swift
late valley
misty swift
lofty lotus
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I'm so tired of some of these guys in here 24/7 fighting tooth and nail that the sky is pink and water is dry 🤣

misty swift
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SDK?

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How is performance when you watch in the same direction?

late valley
misty swift
late valley
late valley
# misty swift SDK?

No need to, I just need not to have anything on the screen (to not render it), except sky and clouds to test it

misty swift
late valley
lofty lotus
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"... you can only go so far in optimizing squad, it is what it is, it's a taxing game by design ..."
~ 70% of people on this discord
Meanwhile physically simulated clouds be like: 🤷🏻‍♂️

severe glacier
frigid gale
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only took around 2 years, over 8000 messages and a few other complaints to finally get something

glad quest
steady badge
frigid gale
steady badge
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That means fuck all.

frigid gale
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but its something

steady badge
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Review bomb time

thorn lion
steady badge
latent shoal
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When there's been lapses in community communications, or keeping a little too strictly to internal design goals in the past - Sgt Ross is the guy who steps in and makes sure changes are done. He's been trying to get the ball rolling for a few months now on this(takes a while to facilitate restructuring and planning ahead).

The issue is over a period of a 1 - 2 years, the lapses in these areas slowly return after shifts in design teams etc occur. But, this is probably the most serious I've seen Ross in over half a decade, and with the new Community Design Lead role that was specifically created for things like this, he is intending to make sure it sticks this time. He's an action over words guy.

frigid gale
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You know I just don't understand the way they go about issues with this game, they ask for feedback we give them feedback and then it seems nothing ever happens.

ICO was obviously an issue when it released and after 2 years you're telling me that's at the top of the list? It's not even that bad at the moment it's probably the best it's been.

I have no clue why optimization isn't at the top of the list, it's been one of the biggest issues with this game and it's one of the biggest if not largest threads in this discord and it feels like it's been abandoned

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And when I say optimization I'm not talking about vehicle handling and bug fixes, I'm talking about the shitty FPS and stutters.

silk pilot
frigid gale
verbal pawn
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In my opinion, the biggest drops in the game now occur due to foliage and double rendering (pip scope), maybe some other elements cause microfreezes but I haven't noticed any. You can try to fix foliages performance without degrading its quality or reducing density through new technologies that were added in version 5.7 of the Unreal Engine, namely Nanite Foliage + Nanite Voxels. According to the tests that I have seen, this can help, but it is not certain, since a large number of factors in the game itself that I do not know about can affect this (for example, lighting calculations).... Do you have any plans for this?

frigid gale
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the stutters I get are really inconsistent, they happen quite a lot in fallujah, black coast and harju but I'm assuming thats just because of the enviroment

spark nexus
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They should have sticked to UE 4.27 and improve it from there.

UE5 marketing sounds all great and fun but when it comes to reality it's pretty terrible, lots of visual artifacts, terrible performance and blueprints are something else...

red echo
pastel harness
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if UE5 is so bad then why a game with 200k players rn will update to it

red echo
red echo
pastel harness
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not an engine fault

red echo
frigid gale
# red echo Technically, UE5 has been a poor graphics engine for open worlds; now, supposedl...

CD PROJEKT RED and Epic Games come together at the State of Unreal to show an early development Unreal Engine 5 tech demo for The Witcher 4 — showcasing some of the innovative technology and features that will help bring the game’s open world to life. Keep in mind this isn’t gameplay of The Witcher 4 itself, but a deep dive into the techno...

▶ Play video
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im just sayin it aint the worst graphics engine

red echo
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When they started working on Squad UE5, version UE5.6 didn't exist yet.

spark nexus
lofty lotus
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Im just saying.... every single open world game that came out on UE5 has major performance issues and all of them failed financially.

lofty lotus
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Its also why CD projekt needs to be working "in close collaboration with Epic's engineers" because its so unwieldy.

latent shoal
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UE5 is optimized for 4x4km - 8x8km scale landscapes, with nanite use. UE4 had the same sweet spots(just no nanite).

The issue is beyond 8x8km landscapes, is you start having to consider optimizations at a much significant scale when using nanite and vsm, especially if you are using very high detailed textures(4k - 8k) on a huge portion of assets, then you end up with Vram and Ram overload if not doing things in a smart way. If your landscape has a lot of nanite based trees and foliage, then you have overdraw considerations to take into account too, which is one of the more heavier performance hits when it comes to UE5. Which is why UE5 launched with the world partition system, to support larger landscapes(open worlds). World partition essentially splits your map into a grid, and each cell loads in and out, based on player location. Stalker 2 uses this system, and is why you'll see parts of the map load in and out, it's because you passed the level streaming threshold for that map cell. It doesn't fix the problem, but helps reduce it significantly. The same can happen on 2x2km or 4x4km maps, without world partition, if you jam pack your landscape with a tone of assets without optimization considerations, you'll hit the same Vram and overdraw issues.

It's also why CD Projekt Red helped Epic develop the voxelized nanite foliage system for UE5.7, to significantly lessen the Tree/foliage overdraw that occurs with nanite, while still retaining nanite visuals and advantages, at a much lower Vram cost.

spark nexus
spark nexus
latent shoal
# spark nexus World Partition System is very prone to stuttering tho, UE 5.6 got a beta plugin...

World partition causes stutters, when it's loading 10,000s of high quality assets while attempting to make it as seamless as possible, while also considering native nanite occlusion and cluster culling for objects within the cell your player is in. It's why Stalker 2 has those noticeable stutters, due to how densely detailed each grid is. A lot of loading and unloading of Vram/Ram, while trying to dictate what the players should be seeing and not seeing, while also managing all the CPU side things at the same time etc Voxelized foliage will significantly help with the GPU side of things, and to a much lesser degree the CPU side of things, since it lessens the load across the board. WP is not perfect, but significantly better than the old level streaming solution within UE4.

Squad doesn't use WP, it's kind of pointless for any project or landscape that isn't going beyond 8km scale. - Which is why there's no traversal stutters for Squad.
Squads performance issues are multifaceted; Some are tied to current nanite restrictions with heavy foliage and trees use and the overdraw that comes with it. Some are tied to old maps not following the UE5 level/environmental design principles like the reworked Al Basrah is(though they are planned to over time), which causes inconsistent performance across the board, especially with the issue of a lot of players not falling in-line with new minimal requirements, especially in regards to Vram.

spark nexus
# latent shoal World partition causes stutters, when it's loading 10,000s of high quality asset...

Yeah I figured it out, Fast Geo plugin is supposed to help in cases like Stalker 2's.

GPU performance side is fixable with this Nanite Voxelized Foliage and such but I wouldn't be so sure about CPU side tho as it's not well multithreaded everywhere itself in engine and also the way UE5 version of game is handling netcode is pretty worrying as far away vehicles still teleport (there's like no interpolation when it comes to their current location) and pretty degraded performance of servers (no idea if it's been already fixed as not many people talk about it)

frigid gale
steel walrus
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If it didnt hit 60FPS I'd be very mad cause even cyberpunk can do that im pretty sure

verbal pawn
lofty lotus
latent shoal
frigid gale
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a good insight i guess

lofty lotus
lofty lotus
latent shoal
# lofty lotus Can we get a mirror channel for Squad's twitter comms?

You can find all twitter posts in #squad-socials as they're posted. Ceeg is working on improving the consolidation of information across all social media platforms. He has to work with marketing on it to get things more uniform across the board, as somethings have been intended to be one social platform specific to draw in more people to that specific social platform.

fluid frost
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Ulta 9 285k 5080 16gb 32gb ram ddr5 good enough for 1440p?

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For high settings possibly ultra

frigid gale
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so harju, black coast, sometimes gorodok

misty swift
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or low and medium

frigid gale
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I have always noticed a difference between all of them

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visual wise is debatable, performance wise I always seem have increased FPS when I switch to medium graphics on harju

misty swift
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from high?

frigid gale
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I mean that map has so many trees now its bound to cause performance issues

misty swift
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Unless you have minimum spec hardware, then there could be a difference.

frigid gale
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I thought you meant no noticeable difference across all 4 of them

fluid frost
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Around 100