There has not been any talk about Pascal's hardware for async compute, nor when we might see async compute enabled in the driver (if ever). Even without async compute, Nvidia cards are very good, But if they don't get it sorted by the end of the year, they are going to lose lot of customers with the increasing DX12 game titles taking advantage of this performance boost.
Moomo
Do you have a reliable source for those specifications? http://wccftech.com/rumor-nvidia-pascal-gtx-1080-gddr5x-gtx-1070-f-gddr5/ Granted, you can't expect information to be very reliable when the picture of the chip has a Cheshire Cat smile.
Last Frogboy had said, he was using a 980 Ti. If new GPU's weren't lined up to release soon I would recommend either a 980 Ti or an R9 390 depending on what other games you intend to play and what price point you were looking to spend. New GPU's are rumoured to be released in June, I would recommend waiting a couple of months, to see if the new cards shake up the market.
3-6 FPS does not sound normal at all. Is this only in Ranked, or in Skirmish against AI as well? I would recommend submitting a support ticket. (At the bottom of the general troubleshooting). https://esupport.stardock.com/index.php?/Knowledgebase/Article/View/530/175/general-ashes-of-the-singularity-troubleshooting &n
I use groups 7-0 for the different types of production buildings separately. It eats up a large number of the available control groups, which is one of the superficial reasons that I prefer substrate.
All of the cutscenes are located in the "Steam\steamapps\common\Ashes of the Singularity\Assets\Movies" folder if you ever need to rewatch them.
When long press has been bound on a button for a secondary function, you cannot have the button act on press, and it has to be delayed to release to prevent the primary function occurring when the secondary function was intended. When the camera pan controls are changed to MMB to pan, the RMB long press secondary is no longer needed so the behaviour could be changed for clicks to register on press.
Asynchronous compute is automatically enabled when you run in DX12 (Windows 10 only). It can be disabled by going into "Documents\My Games\Ashes of the Singularity\Settings.ini", and change AsyncComputeOff to 1. You would benefit from leaving it on.
"Ashes of the Singularity\Assets\CookedData\CookedModelRecords.OxCookedModelRecords" is modified every time you load the game. I wouldn't worry about it, it appears to be normal behaviour.
Last night when I sent a small army to capture the radioactive resource node, after the splinters were cleared, the node stopped capturing after a couple of ticks as if another had spawned to protect it, although none were to be seen. All of my units were aiming at a single spot, but not firing, units that I had ordered to attack-move passed the spot stopped and joined in the waiting game as if they were all trying desperately to get a target location of a unit that had buried itself
I hadn't realised the game had patched this morning until I noticed my metal take a serious nose dive after starting building the first engineer. Note to self: Check steam updates before hitting play.
[quote who="Ticktoc" reply="1" id="3630058"] I think you can turn off async compute in the .ini file somewhere and improve performance a touch that way. Though I've not tried it myself. [/quote] You can, I have only noticed a 0.5-1 fps improvement on my GTX970 doing so. It is worth giving it a go at least.
[quote]We need the Ctrl-Z functionality just as the same as Supreme Commander and Total Annihilation, Planetary Annihilation. (Select same unit) [/quote] As units form armies/meta-units, it becomes less clear how a Ctr+Z function would work. Would it select all identical matches set of meta-units, or would it skip or break meta-units in the selection process? There is currently a limit to the number of units (256) that can be selected at once. Being able to drag across
The link is fine. To link directly to the post there is a little tree icon in the bottom row (two icons to the left of the smiley face). This will give an insert/edit image prompt box, which you can paste the direct image link to images hosted on sites such as imgur, and re-size as needed. It is feasible to perform an early bombing run if an opponent doesn't build any AA and you have a foolish dedication to it. But the numbers just don't add up a
No need to reset ranking really, adapt or die, ranks will balance out after a couple of days.
I have added a few minor bugs to the list. Examples. Horizontal triangular glitch on observed 48km maps: Missing outlines between terrain on right hand side of map (48km):
There are a couple of ways to do it, the easiest is within steam. Step 1: Right click on "Ashes of the Singularity", and click "Properties" Step 2: In the "General" tab, click "Set Launch Options". Step 3: Type in "-modding", and click OK, then close the properties window and you a
After a little bit of digging in the game files, there is a PlaySound function. What I have done so far use a TTS program to generate sound files of a couple of lines of the dialog and place the .wav files (for simplicity I have labelled them the same as the text string name that it is replacing eg Mission1_t0_0a.wav) into a new folder in the Assets\Audio, called "Dialog". I have then added an additional lines to the UI_Game.audiogroup file (
[quote who="Kazzerigian" reply="2" id="3629706"] What resolution? At 1080p you'll be happy. [/quote] at 4K resolution. If you click on the Metaverse tab next to Forums in the AotS forums you can browse benchmarks. You can filter by the quality profile and resolution setting you want to look at (eg Crazy 4k), then you can click "More filters" and select the GPU that you want to look at.
[quote who="Frogboy" reply="2" id="3629532"] You cannot build in a region that you don't own. [/quote] This would be a very significant and interesting change to the game, and probably another nail in the coffin of the Avatar. I always thought it was odd that the engineers could capture a node while building a factory without it slowing it down. An alternative less aggressive change could be increased build time penalty and/or buildings slow loss of health in unc
Map editor issues: -No exit or go back button at map selection menu -Flickering relays and computronium (turinium) generators -Crash when adding computronium (turinium) generator when no relays are present -Crash when adding scale unit -Crash when attempting to open a map that crashed when adding a scale unit (map opened in skirmish, then was able to be reopened in editor) -Crash when rebuilding in some cases, unknown cause, pos
[quote who="DivineWrath" reply="1" id="3629515"] Even dreadnoughts have fallen to such an army. [/quote] It depends on the dreadnought, some are designed to counter frigates, others are designed to counter dreadnoughts and are absolutely useless against groups of frigates.
The slider in the game options goes up to 200% for me, when I set it to 200%, the settings.ini shows 2.0. If I set the UI scaling in the settings.ini above 2.0 then it will default back to 2.0. If the UI scaling factor is calculating a maximum of 1.0 (100%) for your resolution then it will force it back to 1.0 if you try to modify the setting.ini file. It sounds like the UI scaling factor limiter is a bit too aggressive and not calculating the maximum scaling fa
I have a 1080p screen and run it at 4K when I am gathering screenshots. I would have expected the UI scaling to work properly with true 4K when it works with fake 4K. Head over to the troubleshooting guide, at the bottom are instructions for submitting a support ticket. https://esupport.stardock.com/index.php?/default_import/
Measure distance, unit speed and current build queue time, calculate estimated time of arrival from each factory and send to the factory that will get the unit to the army fastest. Then watch your CPU cry in the corner.