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Insolentius

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Posts posted by Insolentius

  1. 22 hours ago, Bercon said:

    I have Geforce 980ti and I'm running the game at 1080p, but only getting stuttering 50 FPS with highest settings at Port Maje Harbor where you pick up Xoti.

    Is this normal? Does this game require 2080(ti) or something to run at 1080p at max settings?

    Here's the deal - there's no gaming configuration that's able to run Deadfire at 60 FPS consistently. What makes the problem even worse is that the performance degrades over time.

    As for the stuttering, it happens when the game loads new assets (this is clearly noticeable in Port Maje as the weather there changes frequently). When they talk to each other or address the player, NPC 'speech bubbles' also cause stuttering. However, this only happens the first time the game loads a specific asset during a session. The frequency of periodic 400-500 ms frametime spikes gets lower the longer you play.

  2. 46 minutes ago, Daidre said:

    I haven't touched Deadfire for months and one of the first things that welcomed me on my new run was the bug that stops characters from drinking any potions in combat with AI on.

    Try using 'Defend Self' instead of 'Aggressive' or 'Defensive'. I encountered this exact problem in my current playthouth, and this way you get to keep the AI active while being able to consume potions mid-combat.

  3. None of the UI & UX issues I listed in this thread have been fixed (except the 'bouncy' text in scripted sequences) (the forum redesign has messed up the formatting a bit) - 

    Additionally, this...

    • Players should no longer be experiencing low frame rates due to multiple NPC's being on screen at once.

    ... is blatantly false. The frame rate still tanks in Queen's Berth and any other busy area (including naval boarding). To make matters worse, the 'performance degradation' problem still hasn't been fixed (you can easily test it by boarding a couple of ships and using a ton of spells/abilities, and then returning to an area that previously ran at 60 FPS). Just like before - saving, quitting and reloading fixes the performance temporarily.

  4. The final stage of Xoti's personal quest triggers immediately after she performs the cleansing ritual in Gaun's temple (even though the journal mentions the need to travel more after the cleanse and help her collect more souls).

     

    2.png

     

    The problem with this is that she discusses Eothas' intentions long before the player gets the opportunity to learn about them (even before visiting Hasongo). She literally spoils the main story.

  5. Becose game is not using Pre-upload in VRAM. Though it should, becose whole VFX asset bundle is about 350 Mb. Every time, when you start a game and use some spell, game need a time to load corresponding texture or model to VRAM. Then, when you using the same spell / summon for a second time there's no stutter, becose all assets already was loaded into VRAM.

    I know, and it's weird since the original PoE didn't have this problem despite using the same engine.

  6.  

    ...the open-world design doesn't gel well with story-driven games

     

    It's good, that CDPR don't know about this :)

    While Witcher 3 is a stellar game, all of its ancillary content (contracts, side quests, horse racing, fist fights, Gwent etc.) only serves to detract from the primary story. The side quests were well-written, but most of 'em had nothing to do with the main story. A focused narrative needs a linear (or a restricted faux-open-world) design.

    • when scrolling between different spell/ability tier icons, hotkeys & frequently used abilities flash/appear for a fraction of a second

    the hotkeys and numerical values sometimes remain on the screen when accessing the inventory/journal etc

    UI elements that were set to 'hidden' when out of combat sometimes flash/appear when selecting different characters

    occasionally, enabling a modal ability makes that section of the UI start "shaking" until the cooldown is over

    the dialogue text that appears above NPCs when they interact with each other sometimes overlaps

    clicking on the 'empower' button causes the background of that enture UI element jiggle up and down (click on the button repeatedly if you can't notice the problem immediately)

    using 'empower' to restore spell/ability resources causes the entire screen to shake for a fraction of a second (even if it's intended, it doesn't look right - it's almost as if the game quickly goes from 'windowed borderless' to 'fullscreen' and back)

    the spacing between UI elements shifts as you hover over the individual elements - https://forums.obsidian.net/topic/109018-412-ui-spacing-between-ui-elements/

    the 'shading' of blocks in the shop interface shifts as you select items - https://forums.obsidian.net/topic/109000-412-ui-shop-interface/

    the text and dialogue in scripted sequences 'jiggles' when a new block of text appears

    the 'magnifier' and 'door' icons occasionally flash once or twice as you move the pointer towards the objects that can be inspected

    the size of character model in the 'inventory' screen sometimes changes when equipping or removing items - https://forums.obsidian.net/topic/108981-bug-412-inventory-character-model/

    the hair and armor color of the character model in the inventory screen sometimes changes when equipping certain armors - https://forums.obsidian.net/topic/108981-bug-412-inventory-character-model/

    UI elements overlap when clicking SHIFT to see more information in the combat log

    the 'name and health' pop-up appears above the character's portrait (instead of above the characters themselves) and overlaps with the spell/ability bar

    equipping or removing an item from a character in the inventory screen causes the character model to 'reset' (the position changes and for Xoti, her lantern goes off and then turns back on)

    chanters' phrase UI element stays on the far left and decoupled from the the rest of the ability bar even if the chanter character is in the 4th of 5th slot (which moves the ability bar directly above the portrait)

    • Like 3
  7. PoE > PoE: Deadfire because...

     

    • I don't particularly enjoy the tropical setting
    • I loathe pirates
    • the open-world design doesn't gel well with story-driven games
    • quantity-over-quality approach to dungeon/location design
    • shallow main quest
    • shallow companion quests
    • overall bugginess nearly a year after the game had been released
    • voiced dialogue (which negatively affected the dialogue/narrative text ratio (i.e. I got sick of characters "worrying their knuckles" and "furrowing their brows")
    • ship management & ship combat
    • poor performance on high-end PCs
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