Не съм казал Unplayable нали съм я минал на 100%
"This is in my personal opinion From Software’s single biggest problem.
Before I explain I need to clear up a few things. The game is beautiful. It is an artistic masterpiece and the artists in charge of the design for the levels, enemies, items and props – they did a fantastic job. Almost perfect and nigh peerless.
Art design is more important for a game’s looks than graphical fidelity. It is and always has been and always will be. But it is a subjective category. What I will refer to from now on is not art design. It is graphical fidelity. Objective, engineering quality things, like lighting, textures, models, special effects, ambient occlusion, etcetera.
A game can be amazingly beautiful due to its art design and still be very poor, fidelity-wise. A game can be a godlike accomplishment of engineering, but also have soulless, bland art design and end up looking kinda ugly. These things are both possible.
Elden Ring suffers from the former. The game is basically only somewhat better than The Witcher 3 in terms of graphical fidelity, and that is a 2015 game. What Elden Ring has over it is a somewhat more advanced lighting engine and better texture quality. It does, however, have a smaller world (still huge!) and a lot fewer AI or NPCs active at a time.
Now, this would not be an issue normally. Modern games are generally more than good looking enough, but in this case, Elden Ring has massive issues with its performance on both consoles and (especially) PC.
On even monstrous computers the game exhibits stutter. A part of it is due to DX12 Shader Compilation, a rookie mistake that many game developers fall victim to. This manifests as a small stutter or slowdown that impacts gameplay or cinematics and it happens any time that something new happens on screen. Every time a player uses a new weapon or a new spell, a new enemy appears… sometimes it can barely be felt but at other times it can lead to the player’s early demise. This also affects how cutscenes present themselves to the player – as long as they are in-engine ones, constant stutter on each and every scene transition will plague the experience and absolutely tank the game’s cinematics. Thankfully, if you go back and replay those scenes, it will be better – the CPU has made a shader cache for the game by then, but this is still a rookie mistake that impacts the most important impression of a product or game – the first impression.
The other stutter the game exhibits seems to be due to extremely poor memory management and affects all areas of the game. Extremely powerful CPUs and modern DDR5 RAM (overclocked!) with massive caches fixes this to a limited extent… but those should not be needed at all for this game. The Valve Steam Deck has work under the hood that helps here, but this should not be how a AAA game releases in 2022. Valve should not have to spend engineering time to other developer’s mistakes!
If one thinks consoles have it better – they’d be right but barely. While consoles don’t suffer from the same stutter that PC has, they also have issues with the game’s performance. New, relatively powerful machines are running a game with 2016 graphics at 30-60 fps with resolution drops. The much-maligned Cyberpunk 2077, with its new 1.5 patch, runs better than Elden Ring does on modern consoles, while looking *much* better graphically and with a bigger, denser world.
To add final insult to injury – the game is capped to 60 FPS and unlocking it via mods will disable certain online features. One thing I must clear up here is that there is no reason for this game to have a 60 FPS cap. It won’t make the hitboxes or collision detection or something function better. Games on smaller budgets with smaller teams have had collision detection just as good while juggling ballistic simulation and advanced artificial intelligence or destructible physics to boot… without resorting to locking framerate. This is not something the game “must have to be function”. This is absolutely an objective and silly downside. There is no getting around this and I only hope that From Software can do something to unlock frame rates or add good support for 120 or higher frame rate displays. This is literally *THE* game for it.
Mind you, Sekiro functioned just fine with the framerate unlocked with mods. So, this is probably not even an engine problem anymore. From Software, the relatively large AAA game developers just didn’t want to QA test this feature (since its still always a good idea to do that) and release the game properly. Something even modders working for free or indie devs can do on games with more complex technology at play…
I must give credit where it due, the recent patches have improved performance and fixed some of the bugs plaguing the game. The stutter is slightly less and the frame drops for no apparent reason at all are rarer. From Software are working on improvements – at a glacial speed. But at least in terms of high frame rate support, supporting other standard PC features, and optimization… they still have a long way to go. A very, very long way to go. And if we criticize Ubisoft games for optimization issues, it is only fair to critique this game too – it is technologically markedly worse than almost any and all modern AAA or AA games."
Иначе, от 2018та Red Dead Redemption 2 e ЗНАЧИТЕЛНО над Elden Ring като оптимизация и графика. Metro Exodus с по-малък бюджет и по-малко студио от 2019та също е доста над ER. Върви по-добре и изглежда МНОГО по-добре.
Има елементи от ER които са направо 2010 като графика - примерно Ambient Occlusion-a е от там горе долу. Една идея по-добър от този на Crysis 1 Clear Sky.
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Ако имаше SDK - най-добрата Souls-like игра щеше да е на модърите а не на From.
Ся аз, разбира се, не им се сърдя на Фром и това ни най-малко не ми отнема от кефа, просто споменаваме факти.
...There's a reason why this is important because on playstation 5 we've discovered that the vrr solution is based directly on the hdmi forum's hdmi 2.1 solution which has a range of 48 to 60 hertz. When in 60 hertz output mode which means the floor for ps5 is only 48 frames per second, when outputting 60 hertz on an xbox the floor is actually reduced to 40 frames per second so i think with that said we should first talk about probably the game that everybody wants to know about and it's elden ring right. So eldon ring is not on the list of patches it is a game that just runs on ps5 naturally if you force vrr on your ps5 you will get vr support in eldon ring just like xbox but the caveat here is that the 48 frames per second lower limit can actually introduce some issues. What do i mean so let's say you're playing at 60 hertz on xbox right and you got that 40 to 60 range when you're in the performance mode most of the time your frame rate will always fall between 40 and 60. it can actually occasionally fall below that but it's rare but 40 and 60 covers it which means as long as you're in that range you get the smoothing benefits of vrr. With playstation 5 it does run a little bit faster as we know from the frame rate tests but it can actually dip below 48 frames per second which is the ps5 minimum what that means for you then is that when the frame rate bounces between that that sort of floor area it'll snap in and out of vrr essentially like your display is still in vrr mode but you lose the benefits of vr when it drops below that so it'll look perfectly smooth until you cross that threshold and then it's back to being juttery. So that is basically limitation one but I will say that it does help a lot in elden ring. It's not perfect but it definitely does make the game much much much better um so but i would still say that in this, case if you have the xbox version i still think it's the better option right simply because you have a wider vrr windows therefore fewer dropouts...."