Teljesítmény

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Az Ashes of Creation alfa teszt minimum gépigénye.[2]

  • Operációs Rendszer: Windows 10 64-Bit
  • Processzor: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
  • Videokártya: Nvidia GeForce GTX 460 vagy AMD Radeon 6870 HD 1GB VRAM-mal és DirectX 12-vel
  • Memória: 6 GB RAM
  • Hálózat: Szélessávú internet kapcsolat
  • Tárhely: 15 GB elérhető tárhely
  • Hangkártya: DirectX Kompatibilis hangkártya

Ajánlott gépigény.[2]

  • Operációs Rendszer: Windows 10 64-Bit
  • Processzor: Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
  • Videokártya: Nvidia GeForce GTX 1060 vagy AMD Radeon R9 Fury 4GB VRAM-mal és DirectX 12-vel
  • Memória: 16 GB RAM
  • Hálózat: Szélessávú internet kapcsolat
  • Tárhely: 15 GB elérhető tárhely
  • Hangkártya: DirectX Kompatibilis hangkártya

A játék sokrétű beállításokkal fog rendelkezni. Ha nem elég erős a konfigurációd, lejjebb veheted a beállításokat.[3]

  • Nagy teret adó render-távolság és részecske effekt beállítások lesznek elérhetőek.[4]
  • A Motion blur ki- bekapcsolható lesz.[5]

Egy "alapértelmezett megjelenés" átveheti a rendes helyét, ostromok és más nagy volumenű csaták során, a kliensoldali teljesítményt javítandó.[6][7][3]

User interface settings

Alpha-2 user interface settings work-in-progress UI.[8]

Player customization options are paramount when it comes to UI. That is a very subjective thing that we've all become- our own flavors we like out of certain components of the UI; and so instead of trying to force down the throat of our players a specific approach to UI, why do that when we can develop options and customization that the players can influence themselves: That includes color compositions, it includes text sizes, includes bolded, it includes options of which informations you're choosing to display, scaling.[9]Steven Sharif

User interface settings will have solid defaults along with detailed customization of Ashes of Creation for those who wish to customise their UI.[10][11][12][13]

Our mantra is really solid defaults, so most people won't need to touch anything, but then the customization for everybody who wants to.[10]Colby Marchi

Various display elements can be toggled on or off.[9]

Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[29][30][3]

  • Particle effects and rendering.[4]
  • Effects bloom and brightness.[29]
  • Effect elements and channels.[29]
  • Motion blur will be togglable on and off.[5]
We'll have certain features from a scalability setting standpoint that will allow players to even further tone down both the bloom and brightness of these types of effects has. Also in addition some of the elements and channels of those effects as well.[29]Steven Sharif

Gameplay actors, such as foliage density will not be able to be adjusted by players.[31]

  • Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[32]
We will not allow players to to adjust the density of foliage actors in the world. That will be universal... There are going to be areas that are more dense than others. It's meant to be part of the a part of the world that players can utilize for certain purposes, like hiding in for PvP. However, there will be collision with those foliage actors and the player capsule. So as you might see that bush moving and think, "Huh that's odd. That doesn't look like wind. There must be something there." And that's the immersion that we want.[31]Steven Sharif

Camera settings

The aim is to provide a variety of camera options in Ashes of Creation.[33]

  • A "pretty significant" zoom out distance for the camera will be possible.[34][35]
Things will render in the world out of your current vision. While the quality may change between high end and low end systems, and what settings players select, it's important to us to have the game render in an effective manner, that also adds to everyone's immersion while in the game.[34]Cody Peterson
We don't have the first-person zoom in because when you get into first-person there's a different animation set required for the holding of the weapon: The hands that you see in front of you; and we don't have those animations. So we're really focusing on third-person.[36]Steven Sharif
Q: What camera distance is Intrepid using for fights? (WoW vs FF14)
A: Closer to FF14. We want people to have a wide range of view, especially since our battles will be very large. We want people to be able to visually access their surroundings.[37]Margaret Krohn

The action combat camera is tied to the to the player's targeting reticle.[38][39]

  • There will likely be a hotkey that when held down will allow free camera movement in action mode.[39]
  • In future the user will have the ability to choose from different reticle appearances.[19]

Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[32]

info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.

Alpha system requirements

Az Ashes of Creation alfa teszt minimum gépigénye.[2]

  • Operációs Rendszer: Windows 10 64-Bit
  • Processzor: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
  • Videokártya: Nvidia GeForce GTX 460 vagy AMD Radeon 6870 HD 1GB VRAM-mal és DirectX 12-vel
  • Memória: 6 GB RAM
  • Hálózat: Szélessávú internet kapcsolat
  • Tárhely: 15 GB elérhető tárhely
  • Hangkártya: DirectX Kompatibilis hangkártya

Ajánlott gépigény.[2]

  • Operációs Rendszer: Windows 10 64-Bit
  • Processzor: Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
  • Videokártya: Nvidia GeForce GTX 1060 vagy AMD Radeon R9 Fury 4GB VRAM-mal és DirectX 12-vel
  • Memória: 16 GB RAM
  • Hálózat: Szélessávú internet kapcsolat
  • Tárhely: 15 GB elérhető tárhely
  • Hangkártya: DirectX Kompatibilis hangkártya

Unreal Engine 5

unreal-engine-logo.png

Az Unreal Engine 4 az Ashes of Creation mögötti grafikai motor.[42]

Unreal engine makes it really fast to iterate... Compared to other gaming engines, I can do something in a hour that would take eight hours to do in another engine.[46]Jeffrey Bard

We're ripping out most of the network code that Unreal has and putting in our own just so that it works with our game and so everything is as efficient as possible. We're not going to have any replication problems because we're building it ourselves.[47]Jeffrey Bard

One of the most important things about Epic Games as the creators of Unreal Engine is the way they've allowed developers to have access to the source code. To be able to do that makes the engine very versatile.[47]Steven Sharif

Szerver létszám

Szerver népesség korlátozások lesznek minden szerveren.[48]

  • Egyidejűleg 8-10.000 felhasználóra van tervezve egy szerver.[49][50][51] Ez nagyjából 50,000 regisztrált felhasználót jelent szerverenként.[52]
  • A fejlesztők sok figyelmet fektetnek a szervernépesség kezelésére, hogy ne kelljen szervereket egyesíteni.[53] A magas létszámú szervereken megjelenhet a belépési sorban állás, de cél az hogy ne legyen túl hosszú a sor.[52]

Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[52]Steven Sharif

Server population density

Ashes of Creation features a custom network back-end with proprietary Unreal Engine networking code to enable mass combat in the open world: such as Pvp, Node ostromok, Ostromok vár, Dungeons and Világ főnökök.[54][43]

Player density is a very important aspect of our custom network layer. Zach and his team have been doing an incredible job of creating a unique network layer that we utilize in Ashes of Creation to facilitate, not just the player density goals, but also the open-world and seamless travel across that world. There's a number of different strategies that we employ when architecting the network layer. Some of those things have to do with the significance of replicated data that the player is receiving as the density gets higher. We mitigate calls and reduce the significance distance- the net relevancy distance. We keep things specifically that need to be known for the player directionality, which direction they're facing. Those are the most pertinent data that we transfer- that we transmit to the player character. So there's a lot of different strategies. It's a relatively complex system but our goal is to satisfy hundreds of players available within a given area; and certain events, especially castle sieges, caravans are one of those types of events, and our architecture facilitates that.[55]Steven Sharif
  • The networking solution dynamically distributes processes and scales up necessary server instances to accommodate player density across the world.[54][44]

Továbbiak

Hivatkozások

  1. 1.0 1.1 Élő adás, 2019-12-17 (51:20).
  2. 2.0 2.1 2.2 2.3 What are the minimum requirements for Alpha?
  3. 3.0 3.1 3.2 Élő adás, 2018-08-17 (1:07:51).
  4. 4.0 4.1 game system.jpg
  5. 5.0 5.1 Élő adás, 2018-05-04 (43:35).
  6. Élő adás, 2020-07-25 (54:10).
  7. Élő adás, 2019-11-22 (1:08:05).
  8. Élő adás, 2023-02-24 (20:11).
  9. 9.0 9.1 9.2 9.3 9.4 Élő adás, 2022-06-30 (48:03).
  10. 10.0 10.1 10.2 Élő adás, 2023-02-24 (28:45).
  11. 11.0 11.1 11.2 Élő adás, 2020-08-28 (1:27:01).
  12. 12.0 12.1 Élő adás, 2017-05-26 (5:06).
  13. Élő adás, 2017-05-05 (20:02).
  14. Élő adás, 2023-02-24 (53:48).
  15. Élő adás, 2020-08-28 (1:24:29).
  16. Élő adás, 2020-03-28 (1:41:42).
  17. Video, 2022-06-30 (16:39).
  18. Élő adás, 2021-06-25 (29:09).
  19. 19.0 19.1 Élő adás, 2021-06-25 (26:11).
  20. Élő adás, 2021-06-25 (1:31:47).
  21. Élő adás, 2023-05-31 (43:04).
  22. 22.0 22.1 Video, 2022-06-30 (24:18).
  23. jqWtRci.png
  24. Élő adás, 2019-06-28 (1:22:48).
  25. Élő adás, 2022-12-02 (1:03:28).
  26. Élő adás, 2023-02-24 (53:05).
  27. 27.0 27.1 27.2 27.3 27.4 Élő adás, 2017-09-03 (58:29).
  28. helmet.jpg
  29. 29.0 29.1 29.2 29.3 Élő adás, 2023-04-28 (1:03:41).
  30. Élő adás, 2023-01-27 (1:07:12).
  31. 31.0 31.1 Élő adás, 2022-06-30 (1:10:19).
  32. 32.0 32.1 Élő adás, 2023-04-28 (53:09).
  33. Élő adás, 2017-05-17 (35:41).
  34. 34.0 34.1 Forums - Livestream Q&A 2022-08-26.
  35. Élő adás, 2022-06-30 (52:08).
  36. 36.0 36.1 Interjú, 2018-08-17 (4:31).
  37. Reddit Q&A, 2019-01-8.
  38. Video, 2022-09-30 (17:00).
  39. 39.0 39.1 Élő adás, 2021-03-26 (59:21).
  40. Camera.jpg
  41. camera mechanics.png
  42. unreal.jpg
  43. 43.0 43.1 Élő adás, 2017-05-03 (26:50).
  44. 44.0 44.1 steven-networking.png
  45. Élő adás, 2020-05-29 (1:07:14).
  46. Élő adás, 2017-12-15 (39:23).
  47. 47.0 47.1 Élő adás, 2017-05-24 (54:54).
  48. Élő adás, 2017-05-17 (59:25).
  49. Élő adás, 2018-04-8 (AM) (26:41).
  50. Video, 2018-09-06 (4:25).
  51. server population.png
  52. 52.0 52.1 52.2 Interjú, 2020-07-18 (12:56).
  53. Interjú, 2020-07-18 (10:04).
  54. 54.0 54.1 Élő adás, 2023-10-31 (1:37:17).
  55. 55.0 55.1 Élő adás, 2021-12-23 (47:51).