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daveh86

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About daveh86

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  1. Just to add context here, not to apologize. My guess the reason we haven't got a real answer from Obsidian is that they just don't know. Given what we do know, it's very plausible that this issue might need to be handled by Unity, not Obsidian. Unity would have no backers to appease and no deadline to work to, especially if this is a backport of a fix to say a 2017 or 2016 build of the engine. Dealing with backports can be a pain and time consuming. The silence is definitely deafening, but I suspect that Obsidian want to come back to us with something concrete, rather than admit their
  2. To save anyone else testing. Beta patch does not patch the issue we have been talking about here. Expected given the notes, but hoping I can save anyone else getting their hopes up. Additionally, it's not this one scene transition that crashes the game, you can't load a save made past that point and have the game run. It's just straight up broken.
  3. I see it as an issue in expectation management. Generate a lot of hype and you need to live up to it, I know that I was very hyped to play on launch day. Then delay things a month to fix issues, makes sense we would all love to see a good launch. Expectations after all of this was that game should be good to go at launch, feel free to enjoy the hype. Then launch, and have the game die just as you get into it. It's this combination of things thats killing me as it every step felt like a tease.
  4. So, I've finally had a chance to dig into the issue. And I'm now bearish on getting a quick fix. The issue seems to be within Unity itself, specifically a thread that's designed to do graphics work having a catastrophic failure. Additionally, this thread dying with a EXC_BAD_ACCESS (a segfault), experience says that this is normally a very low level issue not simply a misconfiguration. Looking around, I believe that there have been a few reports of similar issues (Hearthstone seemed affected by a similar issue at one point) and the solution to previous similar looking issues on the U
  5. Ah! Maybe its an issue with the newer Intel Processors that do CPU scaling? That would only be on newer machines and could explain the mega battery drain I saw.
  6. Has anyone else noticed that the game as is, right now just straight up eats battery? I have been testing a bunch of settings and found that the game could eat 15% of a charge just walking down to the pillar in the first section. That doesn't feel right to me. Has anyone else seen this? Also yes. I've seen the primary reported issue. My system is a MacBook Pro (Retina, 13-inch, Early 2015) OS High Sierra 10.13.4 (17E199)
  7. None that i've encounters so far. Personal preference; I've used both and had no problems. Just be aware that you do need to right click and middle click on some occasions.
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