I get that for most pilots it's impossible to have undock constantly prerendered but it would be a nice checkbox for those of us with the hardware to do it.īeing able to just seamlessly undock without the client trying to pull data, render and instantiate a whole heap of moving assets all at once, or land on a gate without the client figuring out very close to the last minute "Oh shit, I need to render this 200 man blob, time to start now you're literally arriving (rolls eyes)", would be a pretty big quality of life improvement in my eyes. As much as they've made significant progress with their tech debt over the last few years we still have a long way to go, particularly when it comes to preloading and rendering during warp/undock. I'd personally love to make the game render 4k internally (I have a 1080p144 screen) because even with only a GTX 1080 and a 3700x I rarely see GPU usage above 50%. I think adding a downscaling option would be way more useful for most players. And I don't see this ever changing unless there's a major rewrite of the client to make it scale on modern (read > dual-core) CPUs. Even for potato PCs because those are gonna have potato CPUs as well and likely play on lower resolution monitors. Things like FSR make very little sense in Eve. That plus the fact that it's very easy for even the best CPUs to dip under 30, or even single digits, in medium-large fights and fleets thanks to that shitty new sound engine. While I'm sure this is the case, I'd be very surprised if most of those people are running into GPU bottlenecks instead of CPU bottlenecks for the simple reason that most gamers prioritize GPU performance over CPU performance. YOu also mentioned not wanting to overload people with options, and this is understandable, but most video games have an 'advanced graphics options' menu. YES it is more detailed due to the contrasting it does, but at least to me it's not more pleasant to look at. I may be alone in this but I find it to be overly 'grainy'. Sidenote: PLEASE PLEASE give ups the option to turn the current AMD developed 'sharpening' filter off at the highest settings. This provides more information (and is a bit more pleasnt to look at) than the current low resource mode where you basically only see icons in black space. So 'wiremodels' with more opaque wires and semi-transparent panels / polygons. I mean having large basic shapes in 3D that give information on size and direction like the normal models do, but ultra-low polygons and mono-color rather than ship textures. I dont mean the directionless / sizeless icons for ships we already have. Perhaps you are not the dev for it, but I think EVE could really benefit from a 'simplified' / abstract models mode. There is a lot of players who don't have a mid/high end machine, where the GPU can be a very real limiting factor. ![]() We can't share resources across clients unfortunately, so the reduction of resources per client, may help those users who like to push the limits of multiboxing. This is really changing recently with M1 based chips, but there are still plenty of players which fall into the first camp.Īs also pointed out in the thread, multiboxing is likely to benefit from this. There is a similar situation on Macs, where they often have a high-resolution screen with a basic GPU. Tech like FSR can help in allowing players to run close to their 'native' resolution with better performance, or higher in game settings. ![]() For these players, the most popular GPUs are quite basic in their 3D ability. Sometimes as a secondary device, sometimes as their primary. However, many users actually use a laptop. If you're running a single EVE client, on a modern PC, then this is generally true. Will make pretty much no difference because the problem was never the gpu
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