Still not optimized

Hey guys, to start I’m running a:
8gb Nvidia GTX 1080 GPU
32gb of RAM at 3200mhz
Ryzen 7 3700X CPU at 4.3ghz
Asus x570 TUF Mobo

After updating everything to the the new 7.8 and hopping back into end game content, I’m still getting under 30 FPS in many areas. It seems to happen when using my lightning bolt attack with many enemies on screen. I am running 1440p but even dropped my settings down to medium and frame rates are still below 35 FPS… this is the only game this happens with. My build above is pretty strong, so am curious why this game struggles so much. I really appreciate what y’all do, but the frame rate must be fixed. Thanks.

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Yeah, optimisation is an on-going activity for them, along with updating the animations & reworking mobs/etc.

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Yeah I love the game so far but performance is terrible. Drops to 20-30 FPS are regular towards the end of the game, I once even dropped to 6 (!) playing Devouring Orb VK.

Most other games I play are pretty steady 80-144 FPS on 1440p so it’s not my PC. And I also dropped setting to very low, which didn’t help much.

Unfortunately, I think it’s just Unity. I can’t think of any game made in that engine that is performing especially well. I’ll stick around to see if devs manage to optimize it but I’m not very hopeful.

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Yea. 15-30 frames is typical for me in combat. I only hit 50+ at the end of time :joy:

Using 1070ti.

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If your not dropping down below 10 FPS your not playing right :slight_smile:

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#poisontotemspam!!!

Well said, it’s unfortunate as I truly enjoy this game. I just can’t play at this low of frame rate… not sure what to do

Nice! Yeah it’s tough…

I’m not sure if it’s necessarily just unity or it’s just the nature of this genre. GGG has been optimizing their custom engines for years and performance is still a hot topic for POE.

GGG just released Vulkan in beta and performance is already a lot better for most people

I heard this game is coded in Unity? cant remember but was advised the actual game engine itself is old and outdated so this is always going to be an issue it seems

Unity’s not really old and outdated relatively speaking. It’s just kind of younger and less powerful. It’s most used for mobile development, but it’s getting better over time.

Do you think this game is still released Q4 this year?

PoE drops/stutters are mostly due to insane amount of server calculations because they’ve overcomplicated the game, it’s not really ‘frontend’ graphics lag most of the time. Also, their engine was built for a much simpler game back in the day.

Grim Dawn for example never drops below 60 FPS for me, and that game can be much more hectic than LE.

And while it’s not really fair to compare Blizzard to EHG in terms of resources, Diablo 3 never drops below 100 FPS, so it’s not exactly ‘nature of this genre’.

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I’ve gathered some information on both the topic of ‘why Unity’ and ‘optimization’ from this games Discord server;

Why EHG chose Unity

“Unity is the best engine for rapid prototyping, and lets you have very granular control within the engine through code; two things that are very important to us as a team, and have allowed us to iterate as rapidly as we have.” -Mitchell (posted March 31, 2018)

“The team was at least somewhat familiar with Unity when we started. Versus Unreal, they both have similar capabilities now but Unity has a larger install base and therefore has more plugins and assets developed for it. A custom engine has the potential to be the most performant but it would take much longer for us to develop as it’s a whole separate layer of logic. I’m not a programmer, but that’s my read on it.” -Hackalöken (posted December 20, 2018)

“That’s basically the shape of it. I was one of the primary advocates for going with Unity because it’s the engine I had the most experience developing in and I knew how flexible it is. Unreal is also a solid engine, but (as far as I know) we didn’t have anyone with much experience with it, so going with Unity got us started sooner. Like Hacka said, developing a custom engine is very time consuming, and had we gone for that route it would have taken us much longer to even start testing, which for a first time indie team was a big deal. Going forward it also would have meant we would have to devote resources to developing and improving our engine, and onboarding new team members would be slower (many people have worked with Unity, nobody else would have worked in our custom engine)” -Mitchell (posted December 20, 2018)

“We looked at multiple game engines, and Unity was the best for our team. This was due to a combination of our internal priorities (e.g. pace of development), the experience of various members of our team, and so on.” -Sarno (posted July 16, 2019)

Optimization

"One of the strengths of Unity is that it facilitates rapid development and prototyping, which to-date has been the focus of our team. Naturally, this has come at a cost in terms of both performance and graphics - and we have occasionally performed passes on both. …and closer to release we’ll be switching gears to focus on graphics, optimization, and polish.

As I’m sure you’ll be aware if you’ve worked with Unity and / or other engines, it is very costly (in terms of man-hours) to optimize a game, and you never want to risk wasting time on optimizing art assets, shaders, or combat calculations that end up not being in the game at release. This is why game development is a notoriously iterative process, and why the majority of studios initially focus on concepting and fleshing out a game before shifting over to improving graphics and performance." -Sarno (posted May 3, 2020)

So, in short, the team had the most experience with Unity and it allowed them to quickly develop and test things faster than other off-the-shelf game engine suites. Also, while a custom engine would perform far better it would also cost a lot of money and require resources the team didn’t have. Lastly, the game is still being optimized and each patch brings some form of optimization but the bulk of this occurs later in development.

As a small indie team I think everyone can agree that they made the right choice to ensure this game would actually finish development. As Sarno most eloquently put it, “We’re an indie team, and all of EHG’s shareholders are members of our team. We’re just a bunch of nerds trying to make a video game.”

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