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performance Idea to fix mod incompatibilities faster
AnantaBoga posted a suggestion in Game Suggestions
add a system that tracks errors between mods so other authors can see them. like when you track errors on server then fix your Gus.ini or game.ini with the error report that would be cool. for example if a mod creator gets told of an incompatibility in a direct msg or on discord and gets given all the ids of their mods their using. they merely need to load up those ids for themself with there mod and it will read the errors so they can see and identify which mod specifically is interacting with their mod incorrectly reading the name of the mod and the log report of errors from them. Allowing modders to respond much faster and maybe helping them stress less over fixes. you know if this isn’t already added for them. -
performance Ark ascended pve & pvp suggestions > performance too
AnantaBoga posted a suggestion in Game Suggestions
1. Non dedicated server aka single player it always ask for a password to join server it’s been like this since launch, but there’s only an option to set admin password and even if you tell someone it the can’t ever join. It’s like server password was chosen without ever choosing to enable it. This option should be added going forward. 2. It waould be nice to give the server owner the ability to disable all structure snapping for pc unofficial servers, but keep snapping on so only owners can disable it so we can freely build anything that way this doesn’t affect pvp on official or sotf. 3. I’ve heard sotf is important to have pvp fog and a certain density of foliage right. You should definitely make it impossible to activate only grass.enable 0 & r.fog 0 in sotf. I think pve should be able to use all render settings. And official should only be able to use all render settings on pve, but official pvp should have r.fog 0 & grass.enable 0 disabled. Then you can set a acceptable amount of foilaige for sotf and official pvp servers. Giving ample, but fair coverage for your pvp players. Cause volumetriccloud is crucial too keep for fps boost as well as most settings that are render. 4. keep all render settings usable for unofficial servers unless in the future you add a way for server renters to add render settings in Gus.ini to choose that stuff themselves I believe grass.enable 0 & r.fog 0 should be allowed always for unofficial unless you add these 2 in the Gus.ini later for the owner to control for their unofficial pvp servers. clean see through water is like the best I can’t live without out it and keeps my eye strain down plenty for my age. 5. An option in Gus.ini to add r. Settings in for pc unofficial one day so we don’t after re-enter them everytime after restarting the game atleast for rentable servers. I play on series x Xbox incase your wondering what console I’m on. -
Hrello together! 🙂 I want to start a exchange about server hosting from server owners. I'm currently trying everything to get the Server-FPS more stable while the players scaling with any success. Actually i'm coming from the linux world and changed to windows because of A:SA (the docker/wine/proton solution wasn't even better). So what i have done for now is to create a windows10-pro x64 VM (proxmox/qemu) machine to play a little bit with A:SA. The VM is assigned to the host CPU with all cores, no limits and RAID-0 NVME storages. Hardware Specs Intel, 9900K 8c/16t - Single-Performance 5GHz, rest of the cores has 4.7GHz Turbo-Boost Memory, 128GB DDR4 2667 MHz Storage, 2x 1TB NVMe in RAID 0 Netwrok, NIC 1 Gbit Intel I219-LM Server Specs Hx1.5 / Tx2.5 / Bx6, rest mostly like official No mods Currently running 4 instances of A:SA Servers (1 is public, rest just for testing performance things, but its doesn't matter if i stop them or not). On the public server the server-fps are really unstable: 1-3: no problems, around 30 FPS 4-6: around 20-25 FPS 7-9: around 15-18 FPS 10+: 10-15 FPS This seems not normal for a host-system like mine but whats your experience in this case? What i've tried to optimize on my windows server until now... disabled designs, beauties etc. set max performance mode (in control panel) disabled unnecessary services disabled hiberation disabled swap (pagesys) enabled high performance mode ofc latest driver and updates installed Currently i'm playing with CPU priority and affinity. I assigned 4 cores to one instance. It really doesn't matter if i assigne 4 or all 16 cores to the instance. The server-fps still bad. < 4 cores you can see a descrease of server-fps when more than 6-8 at the same time online. My goal is to handle more players. Is that not possible with my hardware or there are other tweaks. which i missed? Thanks in advance for any help. So collecting my questions again Whats your experience in terms of server-fps / players? Whats your using hardware and tweaks? Also the question: whats your plans about hosting a full cluster (12 maps) with the current RAM issue?
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Hi TL;DR How to make ASE preload textures and Shaders in RAM and stream from there? It's way faster than SSD First of all, Thanks devs for the great game. Its miraculous idea and brilliantly made, great experience! I dreamed about dinosaurs when have been small, and sometimes still do. Vastly important part was stopping it crashing, however : "-norhithread" won the day, was 100% cure. Now as I may really play, not only dreame about it I start to optimize I know (almost) everyone can just buy new GPU or whatever but its boring. I want to make it use the most of what I have in my PC, now my RAM is mostly half-empty when I play it, while VRAM is at 1950+ of 2GB So how to make Ark preload textures and Shaders in RAM and stream from there? It's way faster than SSD I've found r.CreateShadersOnLoad=1 r.UseShaderCaching=1 r.UseShaderPredraw=1 and a Lot of other UE4 options, some controversial guides to. Guess most of them would not have desired effect, but can not test til after tomorrow. Also no promising method for Textures. Under the spoiler is the articles list so someone may benefit from it too I guess But all of them optimize for either for low/low RAM/VRAM, or for high/high. But when I play on max quality I can tolerate FPS at, my VRAM is full and RAM is half-empty. So I stood in the forest of The Island, and toggled most of settings on and off, noting RAM and VRAM usage. For in game options themselves, so far I noted that "Low-Quality Level Streaming" has no effect on VRAM usage - but while disabling it seems to load trice as much levels (as shown by "stat levels" console command) - and vise-versa, enabling it loads trice less thus speeding up initial savegame load. Under the spoiler is the list of these for which I can't remember any visible effect on usage of VRAM (below 100MB): All these need doublechecks though - I was in a hurry to actually play when tested. "World Tile Buffer" had no immediate effect on either RAM or VRAM also but I think these would be filled when player moves through the world, needs testing. After all the options checks and unchecks ShooterGame.exe took ~4GM RAM only and these never were freed. Next step would be diving deep into .ini tweaks but there are really overwhelming number of options, most of them from other UT4 games thus prone to break stuff, and people who post most of them only tell "use these bunch and It'd look great on PC as cool as mine" (and I need to know he though was good PC in say, 2017), or "use this and you'd have decent FPS while it may look a lil minecrafty", but I guess most of them don't know what every other option does individually, the less they explain. Also, can anyone tell how to enable full list of these "stat" https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/PerformanceAndProfiling/StatCommands/ commands to work in the client without any 3rd party tools (notepad.exe is ok) so I could study and properly tune the game? Hope I did not break any rules posting all these links 😕
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Give Console players option to boost FPS by lowering settings. Using console commands is annoying and limited. For instance why is the game locked to 4K? Surely being able to play this in 1080p would massively improve performance. Just to note one graphical performance buff. Whilst we wait, (hopefully not forever) for some optimisations it would be great to be able to change some graphical settings. Not every console player plays PVE where 30FPS/- is ok.
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URGENT! For heaven’s sake! Please can you put us a performance mode at at least 60 fps STABLE on console like most games, this is the current standard. That’s all we’re asking. Nothing else. That’s what Unreal Engine 5 is for, optimizing its games, so why is ark ascended in this state? Do you honestly think that has 30 fps in "average" (varying between 10 and 45 fps) a dinamyque game like ark is nice and playable! NO! The content and atmosphere under UE5 is there, but the gameplay takes over, and UE5 was supposed to improve it too. I think normally you tested your game, and you didn’t think there was a performance problem? The only way currently to earn a few fps is to remove all the elements of the game in the console (In game), making the game empty and worse than Ark Survival Evolved. In short, I hope that the developers will do some things because for the moment I totally regret my purchase. I have no doubt about skills and talent of the studio and the developers, I am a fan of the license and I really really liked ark survival evolved and that’s why I am furious and I write this message, so please do some things, it’s what all the fans want to believe me ! Sincerely, Nathan
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Hello, I'm posting here so that you know about this command, and so that Wildcard can develop an option to enable it because it's really good. With this command, my computer, which couldn't run Ark Ascended in any way, runs normally at 120 fps with just this command. Command: foliage.LODDistanceScale 0.000015 or foliage.LODDistanceScale 0.00001