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demigrifo

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Everything posted by demigrifo

  1. I've been having the same experience since day one - CPU usage is heavily single-threaded, creating a bottleneck, while my GPU is taking a nap in the backseat (Ryzen 5 5500, RTX3060Ti). Hopefully the development team will keep bringing performance improvements, especially on the CPU side.
  2. That's great news! Can't wait to take this build for a spin. Will report back ASAP.
  3. On the technical side, a few points (also reported in-game): 1) The current FXAA implementation seems broken (tested in both AMD and NVIDIA GPUs. No difference observed when flipping FXAA on and off); 2) In the same vein, DLSS and/or FSR 2 would be very welcome additions, easing GPU load while improving visual fidelity and performance overall. These technologies have been widely adopted in Unity games, so it shouldn't be a major hurdle to implement them in UAD; 3) Shadow maps often appear quite blocky and exhibit visible artifacts, even when using max settings. Additionally, ships' hulls and superstructures display dark, diagonal patterns, perhaps a consequence of shadow maps acting up - can provide screenshots if needed (also tested in both AMD and NVIDIA GPUs). As always, many thanks for the continued work in improving the game.
  4. Great to see the team constantly rolling out updates. Very much looking forward to further bug fixes, performance improvements and perhaps some extra visual flare. Godspeed!
  5. Quick suggestion: when not engaged and with no enemy vessels in sight for a while, a ship's gun should automatically be trained back to the fore-and-aft positions.
  6. Adding my two cents on bugs present in the current build. A few of these bugs have been mentioned by other people several times, but I thought I should weigh in to help the developers with prioritization: . Player ships have a really hard time targeting fast-ish opponents in later eras. For example, I had a 1940's, fully maxed-out battleship be completely unable to respond to a group of heavy cruisers at any range. BB's guns would rarely ever fire, and when they did, accuracy was appalling (again, even with maxed-out tech). The cruisers, meanwhile, replied with a constant barrage of pin-point accurate fire. Both primary and secondary batteries are affected; . In the same vein, guns (mostly primary, but secondaries can do this too) often refuse to fire at all, or fire sporadic, partial salvos, while peer opponents throw a whole lot of lead my way without any hesitation; . Ships still wobble and shake violently for a few seconds when starting a battle in all but a flat calm; . Ships with no or very little armor are sometimes able to block or ricochet capital ship-grade projectiles. This tends of happen at shallower angles, but still seems very unfeasible from a physics standpoint. Other improvement suggestions: . A more sophisticated damage model: including mesh deformation and the ability to have masts, superstructure and so on be partially or completely destroyed, and the ship itself be able to break apart when sinking would greatly enhance immersion; . Ship models have varying degrees of scaling inconsistencies, which do interfere greatly with the sense of, well, scale in the game. These are usually more apparent when the displacement slider is away from the midpoint. Ship's boats are recurring culprits, oftentimes being way too big in relation to the hull, making the ship look tiny, and the same can be said for deck clutter, such as capstans, cranes and hatches; . Animated screws; . The game is very much GPU limited, at least on the PC's I've run it on. Adding FSR 2 as an alternative to FXAA and TAA should yield substantial performance and image quality gains for players, especially those on more modest systems. Highlights: . Magazine explosions look really dramatic and powerful. SFXs compliment the visual effects quite well; . New weather and time-of-day system is quite a looker, too; . Sounds effects are pretty gratifying and weighty overall. Again, I appreciate the developers' efforts in bringing the game up to shape. Despite its flaws, UAD is one of my favorite games and I'm eager to see what's down the road. Cheers!
  7. First, many thanks to the development team for their work on the current patch. Quick bug report - maxed 1940's-tech light cruiser, fresh design, fair weather on latest beta build. Sailing parallel to an enemy cruiser, at about 8 km range, my main guns are constantly on target but will rarely fire (maybe once a minute and with a single turret only), while the adversary cruiser's main guns have no problem in throwing a lot of lead my way. Secondary armament engaging as expected. Apparently the "guns won't fire" bug is still rearing its ugly head.
  8. There's still a long way to go, but it's great to see these hotfixes coming in thick and fast. I appreciate your hard work!
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