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So i came across one interesting thing related to performance in this game.


KajurN

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I found it interesting how much impact disabling this single glass window had to performance in a very static scene. Guessing it's the light reflections on the material that are causing that specific huge performance penalty.

System Specs:
12600k @stock
32GB 3200mhz
2070 super 8GB
2TB gen 4 NVMe

I'm using DLSS mod alongside the performance ,ini files on nexus with Hardware unboxed's recommended settings.

https://imgsli.com/MjA0MjQ0

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Where Beth can mess up the code in Starfield, they do so. So you witness a render bug- not in the correctness of visual output, but in the impart of a classic transparency sort algorithm. Beth's incompetence has been discovered multiple times by code modders, who have discovered every kind of easily corrected code bug that Beth never bothers to fix.

 

A badly done sort algorithm can trigger recursive issues. Most of the coders Beth employs for its open world games are recruited for the wrong reasons. Put simply, they cannot code. Hence the follower code struggling to even correctly position or orientate the followers. Basic vector maths that even the lowest ranked game coders should be capable of handling.

 

The only competent aspect of Starfield's code is frame-pacing- the ONLY code factor that would allow the game to appear to run well enough on the consoles. If this were a Sony game, we'd get regular near daily patches, each fixing and improving performance. But judging by past performance, Beth will fix nothing, and the modders will be limited in the code fixes they can hack into the base engine.

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