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Revisión del 09:05 5 ene 2022

Alpha-1 stress testing, March 17, 2021.[1]

These are fully operational NPCs. They have behavior trees, they have AI blackboards; they are functioning as an NPC would; and to my surprise, to everyone's surprise actually, the server handled it quite well: 5000 entities all within a very dense area.[2]Steven Sharif

Requisitos mínimos para la Alpha-2.[3]

Especificaciones mínimas - 1080p
  • Procesador: Intel i5 8400 | AMD Ryzen 5 2600
  • Memoria: 12GB
  • Tarjeta gráfica: NVIDIA GTX 1070 o equivalente.
  • DirectX: Versión 12
  • Red: Broadband Internet connection
  • Almacenamiento: 100GB SSD Storage
  • Windows 10/11
Especificaciones recomendadas - 1440p
  • Procesador: Intel i7 8700 | AMD Ryzen 5 3600
  • Memoria: 16GB
  • Tarjeta gráfica: NVIDIA RTX 3070 o equivalente.
  • DirectX: Versión 12
  • Red: Broadband Internet connection
  • Almacenamiento: 100GB SSD Storage
  • Windows 10/11
Please note that these requirements will change throughout our testing phases.[3]

Alpha-1 testing

Hail and well met glorious Ashes of Creation testers. My name is Sean Farrens. I am the manager of quality assurance on Ashes of Creation and on behalf of the Ashes QA team I would like to extend a deep and heartfelt thank you to everyone who participated in testing Ashes of Creation during the weekend of May 14 through May 16th for our Alpha 1 build. In spite of instability and uncertainty you have all proven to be invaluable in regards to your feedback and bug reports; and for that I cannot express my gratitude enough. As many of you know, developing an MMORPG is an epic endeavor that is filled with trials and tribulations that no other game will ever encounter; and your illustrated dedication has proven to our team that we are on a high road to the best MMORPG gaming experience to date. During this most recent testing period we received over 2,600 bug reports, which have been an absolute boon to our testing process. We review each report individually and I continue to be impressed with how detailed and helpful each of these reports has been. Like seriously you guys give repro steps and everything. Super duper handy. I greatly look forward to your feedback in the future and hope you enjoy our content so far, so thank you so much everybody.[4]Sean Farrens

While we will have specific spot tests for certain systems as we develop them post the Alpha one month, it should be expected and understood that after this Alpha one month there will be probably a significant amount of downtime where there won't be spot testing as we break apart a lot of systems, take what we learned from alpha one month and implement and iterate upon those learnings. So there's gonna be several months probably worth of significant downtime where there will not be access to spot testing, where we are going to go in and really rejigger a lot of systems[5]Steven Sharif

Phase Release Estimated/Actual date
Alpha-1 Alpha-1 early preview livestream.[6] March 27, 2020.[7]
Alpha-1 limited QA testing (NDA).[8][9] May 28, 2020.[10][11]
Alpha-1 preview pre-test 1 (NDA).[12] Dec 18 - Dec 21 2020.[12]
Alpha-1 preview pre-test 2 (NDA).[12] Feb 19 - Feb 22 2021.[13][14]
Alpha-1 preview intermittent spot testing (NDA).[15][16] Mar 19 - Jul 9 2021.[15][16]
Alpha-1 preview weekend (no NDA).[15] July 9 - July 11 2021.[17][18][15]
Alpha-1 (no NDA).[15] July 14 - August 15 2021.[19][20]

Leer más...

The term "alpha" is a tricky one, and it typically has 2 meanings in gaming. The development meaning for alpha is a point in the process where we are ready to test the fundamental systems in their core form, without polish and without much of the content. Then, there is the external or "marketing" term for alpha. This is typically applied to Eastern-ported MMORPGs, when in fact that is a completed game being localized for a region, and not really indicative of a true development alpha. As you may know by now, game development has many stages - from the initial tech demos to the pre-production and pre-alpha states, then on to the alphas and betas and eventually launch.[12]Steven Sharif

I want to make emphatically clear, our alphas and betas are true development alphas and betas, and some have said I am crazy to allow these phases to be seen without an NDA…maybe I am crazy? lol… But I am trusting the community of gamers out there to get a glimpse into the process, and understand the long road ahead for what will eventually be worth the wait. Given time and talent, amazing things can happen, so make sure you help us in communicating that we are in open development which means people get to see the bare bones before the meat. And look, I know people see our 4K footage and say, "This looks better than most released games!", but trust me when I say, you ain't seen nothin’ yet.[12]Steven Sharif

Alpha-1 servers

Alpha-1 servers were provisioned in the following regions.[21]

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Alpha-1 servers will support 1,500 concurrently connected users per server.[23][24][25]

Rendimiento

Rendimiento optimization when rendering 1300 simulated actors utilizing merged materials and meshes in Unreal Engine 5 Nanite.[26] This test was confirmed post-stream to be running on a RTX 3070.[27]

What you're seeing here showcases the new modular appearance component which can combine any set of meshes and materials into a single mesh and single material at run-time. What you're looking at is over 1300 different entities, different actors. These are simulated players essentially. Previously you saw the example they were just standing still. There was no animation, there was no effects, there was no environment and it was a thousand. This is thirteen hundred playing animations, playing effects, plus the environment which is Nanite in this example. So what you're seeing is all of these players moving around and doing something and you're seeing the frame rate at about 30 on Clayton's rig.[28]Steven Sharif

Here you see that the FPS in the top right corner is like seven or eight on average, so not too good from a rendering perspective... So by merging now you can see that the same thousand players who are wearing the same armors as previously are actually having a 300 percent increase- 300 to 400 increase- in the performance of the of the FPS. So it went from 7 to about 21 on average and that is a significant optimization point that obviously this is just the beginning of the optimization efforts.[29]Steven Sharif

Ashes of Creation estaba dando un rendimiento de 50-60 FPS con una 1080 Ti durante las primeras pruebas de la Alpha 1.[31]

  • El juego será altamente personalizable desde el punto de vista de los ajustes. Si no tienes el equipo necesario para jugar, puedes reducir la configuración.[32][33]
  • Se ofrecerán opciones de alta escalabilidad para ajustar el renderizado y los efectos de partículas.[34]
  • El desenfoque de movimiento se podrá activar y desactivar.[35]
There's a lot of bells-and-whistles that are intended on the client rendering side for these types of features that players will have the ability to scale up or down or off from a performance perspective.[32]Steven Sharif

Se podrá aplicar automáticamente una "apariencia de jugador por defecto" durante los sieges u otras batallas a gran escala para mejorar el rendimiento del cliente.[36][37][33]

We have taken into consideration the rendering and server performance expectations with regards to our character density for events and battles. While testing will help with these performance profiles, we feel good where it is at for the moment, and do not feel we need to compromise our design goals atm.[38]Steven Sharif

Unreal Engine 5

Unreal Engine 5 walkthrough.[39]

Lumen has done a great job in really bringing to to life this area. As you can see, there's light bouncing off of the surfaces and casting into the rest of the cave... I love how you can also see the detail in the costume and the cloth that we have now.[39]Steven Sharif

unreal-engine-logo.png

Unreal Engine 5 es el motor gráfico de Ashes of Creation.[39][40] El juego se desarrolló originalmente en Unreal Engine 4.[41] Migrar a UE5 requirió cierto trabajo de front-end, pero era más sencillo hacerlo en las fases alfa del juego, que más cerca del lanzamiento, o tras el lanzamiento.[42][43] Los desarrolladores esperan que la transición a Unreal Engine 5.1.1 esté completa en Febrero de 2023.[44][45] Anteriormente se había dicho que sería en Enero de 2023.[46]

What it provides in my opinion as person who enjoys PvP is it adds additional dynamics to what is possible from your opponent or from yourself. You know, if there is a ledge and jumping off that ledge is going to deal a lot of damage to me when I hit the ground and that puts me at a significant disadvantage, maybe I have an option to jump off the ledge at a point where I can mantle onto the side of a cliff or something. Now the give and take there is I won't be able to use my skills while I'm mantled. I won't be able to react easily, but I didn't have to take the fall damage per-se. Or if there's an obstruction and I'm going to take a significant reduction in speed so that I can crouch and make it past that, and now I have a effective line of sight has been obstructed as a result of that decision. I think it adds interesting elements to the battlefield and the key here is going to be making sure that it's not cumbersome- that it doesn't feel opposite of the flow of combat.[47]Steven Sharif

Nanite brings us really an entirely new approach to rendering and art workflows. Now we can render more actors with extremely high detail while eliminating the need to bake out normal map textures. For artists essentially what this means is that they can import high quality sculpted meshes directly into Unreal 5 without really having to reduce the poly count, making the workflow more efficient while simultaneously improving the quality of the art.[54]Steven Sharif

Lumen is going to greatly improve the visual fidelity and performance of the game with the reduced work and effort that's required by the art team, making Ashes of Creation much more beautiful than in UE4.[49]Steven Sharif

  • Las funciones de Unreal Engine 5 (como las "World partitions" y "One file per actor") facilitan enormemente el trabajo conjunto de varios desarrolladores.[42]
    • Las "World partitions" también permiten que los mapas de Unreal Engine 5 superen las limitaciones de tamaño de UE4 (~20 kilómetros cuadrados).[42]
Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[42]
A: While UE4 is a great engine, there are certain focuses and technological endeavors that Epic is doing on UE5 that won't necessarily be supported by UE4; and we want to make sure given the lifespan of Ashes and how long we intend this MMO to last, that when we made this decision early on during the development process that we weren't going to exacerbate the amount of effort it would take to move over later in the lifespan or after launch.[42]Steven Sharif

Ashes of Creation cuenta con un back-end Unreal Engine personalizado con código propietario para permitir combates masivosen mundo abierto: como Pvp, asedios de nodo, asedios a castillos, mazmorras y jefes de mundo.[55]

  • La solución de red distribuye dinámicamente los procesos y escala las instancias de servidor necesarias para adaptarse a la densidad de jugadores en todo el mundo..[56]

One of the most important things about Epic Games as the creators of Unreal Engine is the way they've allowed developers to have access to the source code. To be able to do that makes the engine very versatile.[57]Steven Sharif

  • La actualización a Unreal Engine 5 es principalmente un cambio en la parte frontal del juego. El código propietario no se ve afectado en absoluto.[58]

Over October and November, that's when McP and the engineers began to do the base migration of our custom code-base into UE5 see where there were any major issues. The great thing about UE5 is that it's mainly focused around updating the renderer- giving access to Nanite, Lumen global illumination- those are big components. There's other great aspects of it, but really it's a front-end change and it doesn't affect our networking layer. It doesn't affect our back-end code.[58]Steven Sharif

  • Desde el 24 de enero de 2022, todos los equipos utilizan Unreal Engine 5.[59]

Plataformas

Ashes of Creation se lanzará para Windows PC.[60][61]

  • Es posible que más adelante se añada compatibilidad con consolas.[60][61]
  • Es posible que en el futuro haya compatibilidad nativa con Linux.[60][62]

Q: Will the upgrade to UE5 affect the supported systems? A lot of people are like linux question mark.[60]

A: It's something that we'll evaluate in the future. I haven't ruled it out necessarily- would see how much work it would take to do that, but really like less than one percent of the player base is using Linux.[60]Steven Sharif

Ver además

Referencias

  1. steven-a1-stress-test.png
  2. Transmisión en vivo, 2021-03-26 (12:34).
  3. 3.0 3.1 What are the minimum and recommend computer specifications for Alpha Two?
  4. Transmisión en vivo, 2021-05-28 (1:36:43).
  5. Transmisión en vivo, 2021-07-30 (20:30).
  6. March 2020 newsletter.
  7. Vídeo, 2020-03-23 (0:01).
  8. alpha-1-nda-2.png
  9. alpha-1-nda-1.png
  10. steven-a1-testing-start.png
  11. Creative Director's Letter, 2020-04-1.
  12. 12.0 12.1 12.2 12.3 12.4 Blog: Creative Director's Letter, October 16 2020
  13. Transmisión en vivo, 2021-02-26 (14:58).
  14. Blog: Creative Director's Letter, January 2021.
  15. 15.0 15.1 15.2 15.3 15.4 Alpha One Schedule Update, May 10 2021.
  16. 16.0 16.1 An Update on Alpha One Schedule, March 12 2021
  17. steven-a1preview-end.png
  18. Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
  19. alpha-1-end.png
  20. release-dates.png
  21. 21.00 21.01 21.02 21.03 21.04 21.05 21.06 21.07 21.08 21.09 21.10 21.11 Alpha-1 screenshot.
  22. 22.0 22.1 22.2 22.3 22.4 22.5 22.6 Alpha-1 screenshot.
  23. alpha-1-participation.png
  24. Entrevista, 2020-07-19 (1:21:49).
  25. alpha-1-phase-2.png
  26. Transmisión en vivo, 2021-12-23 (1:10:09).
  27. RTX3070clarification.png
  28. Transmisión en vivo, 2021-12-23 (1:08:42).
  29. Transmisión en vivo, 2021-09-24 (52:48).
  30. Transmisión en vivo, 2019-12-17 (51:20).
  31. alpha-1-fps.png
  32. 32.0 32.1 Transmisión en vivo, 2023-01-27 (1:07:12).
  33. 33.0 33.1 Transmisión en vivo, 2018-08-17 (1:07:51).
  34. game system.jpg
  35. Transmisión en vivo, 2018-05-04 (43:35).
  36. Transmisión en vivo, 2020-07-25 (54:10).
  37. Transmisión en vivo, 2019-11-22 (1:08:05).
  38. steven-server-performance.png
  39. 39.0 39.1 39.2 Vídeo, 2021-12-23 (0:00).
  40. Transmisión en vivo, 2021-12-23 (19:59).
  41. unreal.jpg
  42. 42.0 42.1 42.2 42.3 42.4 42.5 Transmisión en vivo, 2021-12-23 (40:53).
  43. Transmisión en vivo, 2021-12-23 (50:50).
  44. Transmisión en vivo, 2023-02-24 (1:14:41).
  45. Transmisión en vivo, 2023-01-27 (1:07:46).
  46. Transmisión en vivo, 2022-12-02 (55:48).
  47. 47.0 47.1 Transmisión en vivo, 2021-12-23 (55:32).
  48. Vídeo, 2021-12-23 (23:53).
  49. 49.0 49.1 Transmisión en vivo, 2021-12-23 (54:00).
  50. Transmisión en vivo, 2021-12-23 (52:52).
  51. Vídeo, 2021-12-23 (2:54).
  52. Transmisión en vivo, 2021-12-23 (49:39).
  53. Transmisión en vivo, 2021-12-23 (42:09).
  54. Transmisión en vivo, 2021-12-23 (52:58).
  55. Transmisión en vivo, 2017-05-03 (26:50).
  56. steven-networking.png
  57. Transmisión en vivo, 2017-05-24 (54:54).
  58. 58.0 58.1 Transmisión en vivo, 2021-12-23 (47:51).
  59. Transmisión en vivo, 2022-01-28 (7:26).
  60. 60.0 60.1 60.2 60.3 60.4 Transmisión en vivo, 2021-12-23 (48:45).
  61. 61.0 61.1 Transmisión en vivo, 2017-05-26 (38:30).
  62. Transmisión en vivo, 2017-05-24 (23:50).