Crowd sizes aren't the cause of the FPS issues in Assassin's Creed: Unity


Matt Hadden (Twitter, Google+)
19th Nov 2014, 5:08pm

There have been a lot of complaints about Assassin's Creed: Unity's frame rate since it launched, and despite Ubisoft stating that this is just an AMD issue, it is affecting all configurations.

Ubisoft posted on the game's live update page today to talk about the crowd sizes in the game.

Though crowd size was something we looked at extensively pre-launch, it is something we continue to keep a close eye on. We have just finished a new round of tests on crowd size but have found it is not linked to this problem and does not improve frame rate, so we will be leaving crowds as they are.

This has come about because Assassin's Creed: Unity supports the largest crowd size since in the franchise, which is up to 10,000 simultaneous NPCs on-screen at once.

Ubisoft have received a lot of complaints about the issue since the game's release last week and have said that they are taking them "very seriously." They have said that it requires "attention and care" when it comes to resolving something such as the technical issues that players are facing.

The company went on to say that they have "detected a distinct discrepancy" between the post-launch and pre-launch versions of the game.

We can tell you that we have detected a distinct discrepancy between what we observed in the pre-launch versus post-launch environment.

In spite of our testing, it looks like the instruction queue is becoming overloaded and impacting performance. We have several fixes we are exploring right now and will continue to update you with our progress of what is working and how quickly we can implement these fixes in the game in the weeks ahead.

Ubisoft have noted a list of things that they are going to look into help improve performance within the game, and these are due to be in the next upcoming patch. The release of the patch might not be as soon as some of you would like though.

  • Streamlining some technical aspects of navigation: We've fixed a number of edge cases with our detection system to smooth certain behaviors during parkour. We've fixed a few objects which were improperly tagged to smooth navigation.
  • Improving task scheduling: We've tuned the way the computing tasks are prioritized and parallelized by the processor cores to improve frame rate in certain edge cases.
  • Tweaking performance for Reach High Points: We've optimized the reach high points, during the camera swooping sequence to improve framerate a little bit.

There will be further updates before the end of the week on how things are going.

As we're still testing our fixes we need to be conservative with any estimates as far as ETA is concerned. We hope to have further updates on this topic before the end of the week.

How are you finding Unity so far? Have you noticed any issues with the frame rate and are you on a non-AMD configuration? Let us know!

Thanks, GameSpot



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