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Rendimiento optimization when rendering 1300 simulated actors utilizing merged materials and meshes in Unreal Engine 5 Nanite.[1] This test was confirmed post-stream to be running on a RTX 3070.[2]

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.[3]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.[4]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.[6]

  • 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.[7][8]
  • Se ofrecerán opciones de alta escalabilidad para ajustar el renderizado y los efectos de partículas.[9]
  • El desenfoque de movimiento se podrá activar y desactivar.[10]
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.[7]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.[11][12][8]

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.[13]Steven Sharif

User interface settings

Alpha-2 user interface settings work-in-progress UI.[14]

Player customization options are paramount when it comes to UI. That is a very subjective thing that we've all become- our own flavors we like out of certain components of the UI; and so instead of trying to force down the throat of our players a specific approach to UI, why do that when we can develop options and customization that the players can influence themselves: That includes color compositions, it includes text sizes, includes bolded, it includes options of which informations you're choosing to display, scaling.[15]Steven Sharif

User interface settings will have solid defaults along with detailed customization of Ashes of Creation for those who wish to customise their UI.[16][17][18][19]

Our mantra is really solid defaults, so most people won't need to touch anything, but then the customization for everybody who wants to.[16]Colby Marchi

Various display elements can be toggled on or off.[15]

Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[35][7][8]

  • Particle effects and rendering.[9]
  • Effects bloom and brightness.[35]
  • Effect elements and channels.[35]
  • Motion blur will be togglable on and off.[10]
We'll have certain features from a scalability setting standpoint that will allow players to even further tone down both the bloom and brightness of these types of effects has. Also in addition some of the elements and channels of those effects as well.[35]Steven Sharif

Gameplay actors, such as foliage density will not be able to be adjusted by players.[36]

  • Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[37]
We will not allow players to to adjust the density of foliage actors in the world. That will be universal... There are going to be areas that are more dense than others. It's meant to be part of the a part of the world that players can utilize for certain purposes, like hiding in for PvP. However, there will be collision with those foliage actors and the player capsule. So as you might see that bush moving and think, "Huh that's odd. That doesn't look like wind. There must be something there." And that's the immersion that we want.[36]Steven Sharif

Camera settings

The aim is to provide a variety of camera options in Ashes of Creation.[38]

  • A "pretty significant" zoom out distance for the camera will be possible.[39][40]
Things will render in the world out of your current vision. While the quality may change between high end and low end systems, and what settings players select, it's important to us to have the game render in an effective manner, that also adds to everyone's immersion while in the game.[39]Cody Peterson
We don't have the first-person zoom in because when you get into first-person there's a different animation set required for the holding of the weapon: The hands that you see in front of you; and we don't have those animations. So we're really focusing on third-person.[41]Steven Sharif
Q: What camera distance is Intrepid using for fights? (WoW vs FF14)
A: Closer to FF14. We want people to have a wide range of view, especially since our battles will be very large. We want people to be able to visually access their surroundings.[42]Margaret Krohn

The action combat camera is tied to the to the player's targeting reticle.[43][44]

  • There will likely be a hotkey that when held down will allow free camera movement in action mode.[44]
  • In future the user will have the ability to choose from different reticle appearances.[25]

Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[37]

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.

Requisitos de sistema para la Alpha

Alpha-1 stress testing, March 17, 2021.[47]

Funny story; So yesterday as we are stress/density testing with our NDA testers, I accidentally summoned 5k bears around our few hundred players. But hey, it didn’t crash! Can you spot Lt. Toast here?[47]Steven Sharif

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.[48]Steven Sharif

Requisitos mínimos para la Alpha-1 de Ashes of Creation .[49] Estas especificaciones del sistema no han cambiado para Unreal Engine 5.[50][51]

  • Sistema Operativo: Windows 10 64-Bit
  • Procesador: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
  • Tarjeta gráfica: Nvidia GeForce GTX 750 Ti or AMD Radeon R9 270
  • Memoria: 8 GB RAM
  • Red: Broadband Internet connection
  • Almacenamiento: 50 GB of available space
  • Tarjeta de sonido: DirectX Compatible Sound Card

Especificaciones recomendadas.[49]

  • Sistema Operativ: Windows 10 64-Bit
  • Procesador: Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
  • Tarjeta gráfica:: Nvidia GeForce GTX 1060 or AMD Radeon R9 Fury with 4GB and DirectX 12
  • Memoria: 16 GB RAM
  • Red: Broadband Internet connection
  • Almacenamiento: 50 GB of available space
  • Tarjeta de sonido: DirectX Compatible Sound Card

Unreal Engine 5

Unreal Engine 5 walkthrough.[52]

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.[52]Steven Sharif


Unreal Engine 5 es el motor gráfico de Ashes of Creation.[52][53] El juego se desarrolló originalmente en Unreal Engine 4.[54] 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.[55][56] Los desarrolladores esperan que la transición a Unreal Engine 5.1.1 esté completa en Febrero de 2023.[57][58] Anteriormente se había dicho que sería en Enero de 2023.[59]

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.[60]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.[65]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.[62]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.[55]
    • Las "World partitions" también permiten que los mapas de Unreal Engine 5 superen las limitaciones de tamaño de UE4 (~20 kilómetros cuadrados).[55]
Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[55]
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.[55]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.[66]

  • 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..[67]

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.[68]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.[69]

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.[69]Steven Sharif

  • Desde el 24 de enero de 2022, todos los equipos utilizan Unreal Engine 5.[70]

Población de los servidores

Se impondrán límites de población en cada servidor.[71]

  • Se preveen entre 8-10k usuarios simultáneos por servidor.[72][73][74][75]
  • Al principio habrá un número limitado de cuentas registradas (aproximadamente 15,000) por servidor para ayudar a mitigar las colas de inicio de sesión.[76]
    • Este límite aumentará con el tiempo hasta unas 50.000 cuentas registradas por servidor.[76][77][78]
  • Puede haber colas para entrar en servidores con mucha población, pero el objetivo es evitar colas excesivamente largas.[78]
  • Los desarrolladores pretenden gestionar cuidadosamente la población de los servidores mediante el uso de limitadores de creación de personajes para evitar la necesidad de fusionar servidores.[77][79]
  • Los desarrolladores pueden publicar ocasionalmente estadísticas relacionadas con la población de los servidores y la composición de los arquetipos/clases, pero no va a haber una página oficial con esta información publicada.[80]

Population based scaling

The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[81]

The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[81]

Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[81]Jeffrey Bard

Ship physics

Ship physics may be simulated to avoid performance issues.[82]

Ashes of Creation Apocalypse system requirements

Ashes of Creation Apocalypse minimum system specification.[83][84]

  • Operating system: Windows 7 SP1, 64-bit
  • Processor: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
  • Memory: 6 GB
  • Graphics: GeForce GTX 460 or Radeon 6870 HD with 1GB and DirectX 12
  • Broadband internet connection
  • 11 GB available space

Recommended specification.[83][84]

  • Operating system: Windows 10, 64-bit
  • Processor: Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
  • Memory: 32 GB
  • Graphics: GeForce GTX 970 or Radeon R9 Fury with 4GB and DirectX 12
  • Broadband internet connection
  • 16 GB available space

Ver además


  1. Transmisión en vivo, 2021-12-23 (1:10:09).
  2. RTX3070clarification.png
  3. Transmisión en vivo, 2021-12-23 (1:08:42).
  4. Transmisión en vivo, 2021-09-24 (52:48).
  5. Transmisión en vivo, 2019-12-17 (51:20).
  6. alpha-1-fps.png
  7. 7.0 7.1 7.2 Transmisión en vivo, 2023-01-27 (1:07:12).
  8. 8.0 8.1 8.2 Transmisión en vivo, 2018-08-17 (1:07:51).
  9. 9.0 9.1 game system.jpg
  10. 10.0 10.1 Transmisión en vivo, 2018-05-04 (43:35).
  11. Transmisión en vivo, 2020-07-25 (54:10).
  12. Transmisión en vivo, 2019-11-22 (1:08:05).
  13. steven-server-performance.png
  14. Transmisión en vivo, 2023-02-24 (20:11).
  15. 15.0 15.1 15.2 15.3 15.4 Transmisión en vivo, 2022-06-30 (48:03).
  16. 16.0 16.1 16.2 Transmisión en vivo, 2023-02-24 (28:45).
  17. 17.0 17.1 17.2 Transmisión en vivo, 2020-08-28 (1:27:01).
  18. 18.0 18.1 Transmisión en vivo, 2017-05-26 (5:06).
  19. Transmisión en vivo, 2017-05-05 (20:02).
  20. Transmisión en vivo, 2023-02-24 (53:48).
  21. Transmisión en vivo, 2020-08-28 (1:24:29).
  22. Transmisión en vivo, 2020-03-28 (1:41:42).
  23. Vídeo, 2022-06-30 (16:39).
  24. Transmisión en vivo, 2021-06-25 (29:09).
  25. 25.0 25.1 Transmisión en vivo, 2021-06-25 (26:11).
  26. Transmisión en vivo, 2021-06-25 (1:31:47).
  27. Transmisión en vivo, 2023-05-31 (43:04).
  28. 28.0 28.1 Vídeo, 2022-06-30 (24:18).
  29. jqWtRci.png
  30. Transmisión en vivo, 2019-06-28 (1:22:48).
  31. Transmisión en vivo, 2022-12-02 (1:03:28).
  32. Transmisión en vivo, 2023-02-24 (53:05).
  33. 33.0 33.1 33.2 33.3 33.4 Transmisión en vivo, 2017-09-03 (58:29).
  34. helmet.jpg
  35. 35.0 35.1 35.2 35.3 Transmisión en vivo, 2023-04-28 (1:03:41).
  36. 36.0 36.1 Transmisión en vivo, 2022-06-30 (1:10:19).
  37. 37.0 37.1 Transmisión en vivo, 2023-04-28 (53:09).
  38. Transmisión en vivo, 2017-05-17 (35:41).
  39. 39.0 39.1 Forums - Livestream Q&A 2022-08-26.
  40. Transmisión en vivo, 2022-06-30 (52:08).
  41. 41.0 41.1 Entrevista, 2018-08-17 (4:31).
  42. Reddit Q&A, 2019-01-8.
  43. Vídeo, 2022-09-30 (17:00).
  44. 44.0 44.1 Transmisión en vivo, 2021-03-26 (59:21).
  45. Camera.jpg
  46. camera mechanics.png
  47. 47.0 47.1 steven-a1-stress-test.png
  48. Transmisión en vivo, 2021-03-26 (12:34).
  49. 49.0 49.1 What are the minimum requirements for Alpha?
  50. 50.0 50.1 Transmisión en vivo, 2021-12-23 (49:39).
  51. 51.0 51.1 Transmisión en vivo, 2021-12-23 (42:09).
  52. 52.0 52.1 52.2 Vídeo, 2021-12-23 (0:00).
  53. Transmisión en vivo, 2021-12-23 (19:59).
  54. unreal.jpg
  55. 55.0 55.1 55.2 55.3 55.4 55.5 Transmisión en vivo, 2021-12-23 (40:53).
  56. Transmisión en vivo, 2021-12-23 (50:50).
  57. Transmisión en vivo, 2023-02-24 (1:14:41).
  58. Transmisión en vivo, 2023-01-27 (1:07:46).
  59. Transmisión en vivo, 2022-12-02 (55:48).
  60. 60.0 60.1 Transmisión en vivo, 2021-12-23 (55:32).
  61. Vídeo, 2021-12-23 (23:53).
  62. 62.0 62.1 Transmisión en vivo, 2021-12-23 (54:00).
  63. Transmisión en vivo, 2021-12-23 (52:52).
  64. Vídeo, 2021-12-23 (2:54).
  65. Transmisión en vivo, 2021-12-23 (52:58).
  66. Transmisión en vivo, 2017-05-03 (26:50).
  67. steven-networking.png
  68. Transmisión en vivo, 2017-05-24 (54:54).
  69. 69.0 69.1 Transmisión en vivo, 2021-12-23 (47:51).
  70. Transmisión en vivo, 2022-01-28 (7:26).
  71. Transmisión en vivo, 2017-05-17 (59:25).
  72. Transmisión en vivo, 2021-10-29 (1:14:00).
  73. Transmisión en vivo, 2018-04-8 (AM) (26:41).
  74. Vídeo, 2018-09-06 (4:25).
  75. server population.png
  76. 76.0 76.1 steven-jahlon-accounts-per-server.jpg
  77. 77.0 77.1 steven-server-accounts.png
  78. 78.0 78.1 Entrevista, 2020-07-18 (12:56).
  79. Entrevista, 2020-07-18 (10:04).
  80. Transmisión en vivo, 2021-11-19 (52:35).
  81. 81.0 81.1 81.2 Transmisión en vivo, 2018-06-04 (39:15).
  82. Transmisión en vivo, 2017-05-17 (30:53).
  83. 83.0 83.1 Ashes of Creation Apocalypse: What are the minimum system requirements?
  84. 84.0 84.1 Ashes of Creation Apocalypse Open Beta on Steam.