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Assassin's Creed Unity Optimizations Being Tested

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  • Assassin's Creed Unity Optimizations Being Tested

    Ubisoft has once again updated their Assassin's Creed Unity live blog with word that they are working on new performance optimizations for the game.
    We can tell you that we have detected a distinct discrepancy between what we observed in the pre-launch versus post-launch environment. In spite of our testing, it looks like the instruction queue is becoming overloaded and impacting performance. We have several fixes we are exploring right now and will continue to update you with our progress of what is working and how quickly we can implement these fixes in the game in the weeks ahead.

    Meanwhile, we are looking at the following revisions that should improve framerate stability for all players:

    - Streamlining some technical aspects of navigation: We’ve fixed a number of edge cases with our detection system to smooth certain behaviors during parkour. We’ve fixed a few objects which were improperly tagged to smooth navigation.
    - Improving task scheduling: We’ve tuned the way the computing tasks are prioritized and parallelized by the processor cores to improve framerate in certain edge cases.
    - Tweaking performance for Reach High Points: We’ve optimized the reach high points, during the camera swooping sequence to improve framerate a little bit.

    Though crowd size was something we looked at extensively pre-launch, it is something we continue to keep a close eye on. We have just finished a new round of tests on crowd size but have found it is not linked to this problem and does not improve frame rate, so we will be leaving crowds as they are.

    So it's not the crowd causing issues with framerate on every platform? That's honestly surprising to hear that. Ubisoft does hope to include these optimization into the upcoming third major patch for the game.
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