Options?
Dabbles
United States Join Date: 2014-12-28 Member: 200407Members
Im a bit curious, does the dev team plan to add a more fleshed out options menu? As of now I can run the game (Intel HD 4000, I know, below min specs, but can run most games fine) at a relativley low FPS and still have fun, it would be nice though to be able to disable certain things like sunshafts and the like!
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P.S. From what I can tell, half the purpose of SN is to look beautiful, and that just won't happen using HD* graphics.
I've noticed this as well, a frame spike that is directly related to freeing ~20MB of memory at a time. 'F1' will show more information, including the RAM in use (GC.GetTotalMemory). The memory behavior is almost like a counter in the way it accesses the RAM. Once it gets around 800-1000MB it starts purging. That's when I get a frame spike from ~100+ FPS all the way down. The spike is big enough to escape the top of the screen on the frame graph.
Is there a guide anywhere for getting into the nuts and bolts of the settings? I watched a youtube video on a prior version, which was a bit more straight forward than the current. I'd like to get accurate detail on the framerate so I can properly tune the game. Average, lowest, highest, location-based, etc. Being a Rift owner, my interest is in keeping at least 75FPS locked in VSync (said to be coming soon).
Also, out of curiosity, will the devs be able to integrate a motion to photon latency feedback counter using the built-in tester from the DK2? That would help Rift users quite a bit.
There are many cases where even the freedom to control just a few large grained objects at a lower level can make a huge difference with regards to real-time performance. Alas, building a reusable object pool (or similar) seems to often be the only way around these limitations, which again adds more complexity to what would otherwise be a simple use case.
Automation, frameworks, and virtual machines are nice and all that. You'll get much more done in fewer time which is great. Unless your project either reaches a significant size or you care about performance. In those cases you'll likely find yourself fighting the system more than reaping benefits from it.
I look forward to the day Unity uses a non-blocking garbage collector. It's not impossible. IBM made one for their real time Java system. @Unity if you read this: screw everything you have in development and do this instead. If you can get the garbage collector right there is very little reason not to use Unity anymore.