Some of your phrasing looks like you think I might be a dev, but I am not, just to clarify things. You may find the following articles interesting if you've not read them yet: https://www.anandtech.com/show/9124/amd-dives-deep-on-asynchronous-shading https://www.anandtech.com/show/10067/ashes-of-
Ticktoc
Someone in another thread said zooming in and out, max at each end, a few times sorted them out when they hit this issue. You are also more likely to hit this sooner vs Substrate I think as the Insane AI can create a ton of drones. The odd thing which everyone with this issues reports is that the CPU isn't maxing out.
Asynchronous compute is enabled, but that is a huge leap going from a game engine initially designed for Ashes to a VR friendly game. Besides, Stardock is not a large studio and they need to make good return on their investments. The VR market isn't really there yet for that kind of thing, especially for strategy orientated games. <h2 style="margin: 0px; color: #fdfdfd; background-co
I agree with Igncom on the campaign issues. It is a real mess and a clean sense of progression with the PHC has been destroyed. I didn't vote but I actually hope we get the air transports and the visual pass first (from the things in the list). Air transports should really spice up the game and that fresh addition will help hold us over till the larger expansions. Visual because it is meant to be bringing unit wrecks/husks and that is a year late at this p
[quote who="RomeoReject" reply="10" id="3692439"] Maybe I just don't know what I want. [/quote] You want it all...and that is OK :)
[quote who="Silrawr" reply="8" id="3692156"] Would be nice to see some open plains maps with just smaller hills and indents to allow for some minor line of sight hindrances or at least in the central area of the map and then more rough hills and mountains and the like closer to each sides home base. Just for those times when you want
Did you try playing with orbitals off? Or the middle option, which allows some orbitals but turns off some of them. It might have given you a more enjoyable experience. I think they could improve how the higher ai levels get quanta because orbitals can happen too often while they get their big boosts. Perhaps let them keep their eco boosts but cut down their quanta boost a lot so they can't spam abilities so much, especially when vs multiple AI. Or make it a player tweakable option. A
[quote who="dudly85" reply="10" id="3690476"] It was the orbital ability after all. The ai instantly put it on all my ships [/quote] Ah, glad you got to the bottom of it. I do think the effect could be improved too, for what it's worth.
The nano armour does last the whole life of the unit. Found this screen shot. Those 3 dreads have the nano armour while the Juggernaughts don't. Is that what you are seeing? http://steamcommunity.com/sharedfiles/filedetails/?id=1142663940
Just double checking, but you are not talking about when you have nano armour on right? Sometimes the ai will give the human's Dreads nano armour as well so it wouldn't necessarily have to be you putting it on your own units. But it gets more of a yellow glow than individual colours popping out so I guess it is probably not that.
Vulkan performs quite badly on Nvidia software from what I have seen so far. I have a very similar system to you and Dx11 is still the fastest API. DX12 is very close though and sometimes has better lows. I expect Vulkan to improve but this first implementation in Ashes on Nvidia isn't quite there yet. I don't know why it isn't working for you though. Tried a clean install of the drivers? (If you play the game on Extreme rather than Crazy settings you should much better perfor
Juggs can already be turned off, not sure about Dreads.
[quote who="tid242" reply="11" id="3689113"] As an aside, in the 2+ years it'll realistically be before I'm looking at rebuilding a machine, it'll be interesting to see if the middle of the market (ie middle of the performance gaming market) moves to >4 core chips. [/quote] It is already happening/happened. First with Ryzen 5 which at i5 prices offer 6 core 12 thread and R7s which at mainstream i7 prices offer a 8 core 16 thread CPU. Now Intel are upping the game with the
Your results: CPU: Average Framerate (All Batches) 24.5FPS; Average CPU Framerate (All Batches) 49.6FPS I get 31.3FPS for the average CPU framerate on an i7 4790k so your CPU framerate is very high. As others have said thou
I reported these issues many months ago, they just said they were aware of them. Very frustrating to use.
[quote who="bbc6rgf57ytty5yxyw5gt" reply="3" id="3688635"] Is the Hera still slower than Dreadnoughts? [/quote] Not sure off the top of my head, I'll have a look next time.
Recently in the bigger games I've realised the Hera is not worth the cost. Better to just spend the resources on going for Dreads or artillery for later game stuff. 1v1 it might have its place in a longer game but not sure. Bit dubious.
- On construction of the sensor array the radar circle which shows the radar range upon completion has not been updated to reflect its new range. - I had a dreadnought waiting to pop out but it didn't because I didn't have enough logistics for it, but still had plenty of logistics for other things so didn't get a logistics warning. - The pan radar range seemed the same as its visual range, probably needs a buff. Glad to see bug fixes. Looking forward to the new Juggern
[quote who="Jythier" reply="11" id="3688535"] Leonidas [/quote] The Leonidas and the Eye of the Darkness are the most natural choice for Jugg killers.
I would go with metal first. As you can see in that video your are metal starved a lot early on, this can be avoided with a metal start. A few versions back I would agree with getting rads first, but at least for the PHC metal now rules for that initial expansion. Don't know if it is the best way to go but I go for two T1 factories at the beginning so I can spread fast (T1 are beefier than they used to be), then I'll build an Armoury.
[quote who="igncom1" reply="1" id="3687990"] "Quanta cost removed from PHC Sensor Tower" Wait, WHAT? lul [/quote] Was playing someone the other day who was new and they mentioned they had negative quanta. And we hadn't been playing long. I knew some things now spent quanta, maybe just the Juggernaught? I thought it was odd it was happening so early but just said some things cost quanta now but wasn't sure what. I'm guess it was this? :)
[quote who="WatStrategy" reply="3" id="3687887"] As soon as the last element of the army rolls..er hovers off the assembly, the army will head out. In fact, that army won't move out until it is finished, even when under attack - lol. [/quote] Yeah, sometimes they have sat a very considerable force with several dreadnoughts near their HQ area and if they had pushed it forward earlier they could have stopped an attack and loss of several node points.
My own test was done with the latest drivers - wouldn't run otherwise. If I remember correctly on the Extreme preset 1920x1200 (GTX 970) the Vulkan's average fps was 27 while dx11 was 52 with dx12 a few fps behind that. So far all the Nvidia results I've seen show a similar drop off for Vulkan. AMD seem to be doing much better.
I get a similar drop on my 970. It really doesn't like Nvidia cards at the moment. For AMD cards Vulkan seems to be better than dx11 but not yet as good as DX12. First steps though so hopefully it will mature over the next patch or two.
It would certainly be a significant improvement over the current implementation. Unusable at the moment.