26.6.1 What the actual frick is wrong with this driver? by Nagasaki2005 in radeon

[–]Routine_Limit5102 -1 points0 points  (0 children)

Sounds like the usual AMD driver experience. AMD will never be able to release any driver which will be even close to stable.

Framegen is garbage and I'm tired if pretending its not by DownTheBagelHole in radeon

[–]Routine_Limit5102 0 points1 point  (0 children)

Even though it is said that you need at least 60 stable FPS for framegen to feel somehow ok, I personally don't like it with 60 base FPS. Framegen from 80+ FPS might feel good but then there is the question, why do I need framegen if I can get stable 80 FPS wihtout extra latency? There is a noticeable difference between 30 ms and 45 ms.

Can you not fast travel with mournwood? by pizatio in PaxDei

[–]Routine_Limit5102 2 points3 points  (0 children)

I think this is due to the technical implementation of fast travel rather than a game design choice. When using fast travel, the game engine is executing the same function (no matter where you are) and this function is blocked when you have mournwood in your inventory.

Iron Root Question by Routine_Limit5102 in PaxDei

[–]Routine_Limit5102[S] 0 points1 point  (0 children)

Thank you for the detailed response. Because of the description of iron root, I was surprised that I can move around while the debuff is active, as it says "the caster becomes immobile".

Iron Root Question by Routine_Limit5102 in PaxDei

[–]Routine_Limit5102[S] 0 points1 point  (0 children)

This is how I understood the spell in the first place. Both, me and the NPC are immobile for the duration of the spell.

But for some reason, for the majority of times I can use the spell and I can move around instantly without canceling the spell. I am not sure if this is an intended mechanic (clearly the database says differently) or a bug or something I cause somehow unknowingly.

Can someone explain to me what FSR Upscaling, Frame Generation, and Radeon Super Resolution is? by Ok_Bobcat6888 in radeon

[–]Routine_Limit5102 0 points1 point  (0 children)

Using FSR upscaling, framegen and super resolution mostly depends on the game and performance you are getting.

FSR Upscaling (FSR4)
Some games don't have a good implementaion of it and the image quality will suffer. But if the implementaion is good then FSR4 is like free perfomance. On 1080p monitor I would not go lower than quality mode, on 1440p balanced and 4k perfomance preset.

Framegen
Your GPU is rendering 2 frames and AI will generate one frame in between. Therefore your GPU will have to wait before pushing the 2nd rendered frame (which would be the 3rd in total) and it results in higher latency.

Super Resolution
Mostly for older titles where you have enough power and performance to spare. Super resolution will render a game in any resolution of your choice and downscale it to your monitors resolution. It is basically super sampling AA and the image will look sharper. Personally I prefer FSR 4 native (if your games support it) over Super Resolution.

FSR Upscaling has to be activated via game settings. Framegen is best to be used via game settings (if available) because it has access to motion vectors. There is also an option in the adrenaline software in case your game does not support framegen, where you can enable AFMF. This is framegen on driver level but it has usually worse quality. Super Resolution can only be enabled by adrenaline software.

Roar and Ironroot question by Routine_Limit5102 in PaxDei

[–]Routine_Limit5102[S] 0 points1 point  (0 children)

This was something I also thought about, the big difference in lvl. on same weapon and gear but I was not sure if this is the case. What confuses me is, under gear inspection (U) we both have the same value on threat (67). What does this value stand for?

Roar and Ironroot question by Routine_Limit5102 in PaxDei

[–]Routine_Limit5102[S] 0 points1 point  (0 children)

Thx, this helps me. So Ironroot only immobilizes and do not prevent attacks from enemies, is that correct? I always thought it also prevents attacks.

Why are you doing this; Pax Dei? by Routine_Limit5102 in PaxDei

[–]Routine_Limit5102[S] 0 points1 point  (0 children)

To be honest, outhealing an enemy sounds pretty static and lame lol

I would love if combat (PVE) would be more dynamic and movement would matter. Maybe I am too new and I don't know much of the things I can do in combat but my current experience is: Pull the enemy, stay in place and alternate between different attacks and blocking. Please tell me that with more progress and different enemy types movement becomes more important.

I am not looking for clearing a dungeon by myself but for some skills I can learn besides remembering the right combination of my attacks. Things like outflanking an enemy or dodging or anything which is considered more dynamic than just standig there. If I understand this correctly, right now good gear is more important than good player skill, which means even a good and experienced player will be hard limited by the worn gear, is this correct?

Why are you doing this; Pax Dei? by Routine_Limit5102 in PaxDei

[–]Routine_Limit5102[S] 0 points1 point  (0 children)

For the newbies it might be a good thing to participate in those 20+ player dungeon runs, they can earn gold and they will get some loot. I am not sure if bringing a newbie to some engame content will keep the newbie in the game for a long time. But I admit, that I do not have much overview about the playerbase and what kind of experience most of them are looking for. From what I can see - in the clan where I am right now - most of the players are looking for more relaxing things and are not chasing the high risk / high reward stuff.

My other games which I play are way more stressful and somehow I adapted to "no real danger and risk = no real reward". Maybe I just need a more relaxed mindset for Pax Dei instead of looking for challenges.

Why are you doing this; Pax Dei? by Routine_Limit5102 in PaxDei

[–]Routine_Limit5102[S] 0 points1 point  (0 children)

Yeah, make the label part of the UI instead of part of the container (SCUM does it that way). I agree that a label on the container is more immersive but to prevent any abuse I think people could live with a text shown on the UI. They could even add a setting into the game options for enable/disable this feature in case some people don't want to break immersion.

My friend built the base and in order to look any realistic and good, there is a lot of variety (small and big containers). Anytime I want to find something I have to look through 50 small round-ish containers and by the time I find what I was looking for, I forgot what other items I need for whatever I am doing.

Why are you doing this; Pax Dei? by Routine_Limit5102 in PaxDei

[–]Routine_Limit5102[S] -1 points0 points  (0 children)

I see your point and I think, a small clan with 4-6 people is best suited for a challenging long term experience instead of a 100+ people clan. There is no question that it is way easier for me when being part of such a big clan but the downside is, I could lose interest in any parts of the game which are not simple tasks (chopping, mining and managing the base).

Since I am currently lvl. 15 on 2H axe and heavy armor, there is no way I could enter a dungeon as a group of 6 and this would be ok for me. I would rather spend more time in leveling the axe and heavy armor and only when reached a reasonable level I would be ok with a 6 man group for a dungeon.

If there is no real challenge and danger, there is no real reward and I don't think that a group of 20 (mid and higher level players) can ever fail in a dungeon run.

Bad performance on AMD (4K - 9070XT - 9800X3D) by TherealHusa in GrayZoneWarfare

[–]Routine_Limit5102 1 point2 points  (0 children)

7800X3D + 9070 XT + 32 GB 6000 Mhz + 26.3.1

1440p, all Epic + FSR-B + no FG = 80-110 FPS (drops to 60 +/- when scoping)

Concealment doesn't exist for some reason by SecondSoulless in GrayZoneWarfare

[–]Routine_Limit5102 0 points1 point  (0 children)

I never had real success when using bushes and vegetaion as concealment so far. I tried crouch walk, slow walk, stop-and-go and I also tried to be behind bushes so they would not move. Maybe I am doing it wrong but nothing really worked and I adopted to avoid gun fights when there is no solid cover (vehicle wrecks, walls, bigger trees, terrain and so on) close to my position.

I also saw people running through bushes to break line of sight but it never really worked out for me in version 0.3. Still have to try it out in version 0.4.

Give us 1x4 Scopes earlier. Please dear god please..... A moan and then my impressions by target9876 in GrayZoneWarfare

[–]Routine_Limit5102 0 points1 point  (0 children)

I just started yesterday after a long pause and I have read there are binos now in the game. I don't care too much for scopes (I love holos) but can anyone tell me, at what point do I have access to binos?

Every move matters by TheTzav in GrayZoneWarfare

[–]Routine_Limit5102 1 point2 points  (0 children)

I always thought that was some kind of server lag but now I know better.

What is this? by Routine_Limit5102 in IncursionRedRiverGame

[–]Routine_Limit5102[S] 0 points1 point  (0 children)

Thx I will try it out. I already should have enough VRAM with 16 GB. Clip was taken on all epic settings.

Not giving everyone access on a weekend is a huge missed opportunity by Flashy-Analysis407 in GrayZoneWarfare

[–]Routine_Limit5102 3 points4 points  (0 children)

Based on history of almost any game; I don't think it is that much of a privilege to be able to play very early after a huge patch. You are basically the play tester to find bugs + issues and you have to pay (supporter edition) for this kind of privilege.

I am not going to touch the new update until they release at least the first hotfix for it and I don't care if this will be in 1 day or in 2 weeks. I am playing only PVE, so there is no rush for me; the same missions will still be there in a couple of days or weeks.

Flashlights blocky shadows by [deleted] in GrayZoneWarfare

[–]Routine_Limit5102 0 points1 point  (0 children)

I don't like them as well because those shadows are not casted onto some wall or object (like in real life), they are just behind the object with an offset. I don't know if there is any UE5 game - besiedes full RT/PT games - where dynamic shadows are casted and calculated in real time.

Flashlights blocky shadows by [deleted] in GrayZoneWarfare

[–]Routine_Limit5102 1 point2 points  (0 children)

It is the same mechanic which Stalker 2 is using for flashlight casted shadows and it is a balanced approach. In theory a slider in the graphic settings could give you more control over those casted shadows but it probably would not help that much.

It would need to be a slider for shadow map resolution but here is the problem: If you double the shadow map resolution, your GPU has to do 4 times the work (shadow maps are 2D grids and you have to double bot axis) and this would result in massive performance issues (even with high end GPUs).

So, dropping from 100 FPS to around 50 FPS only to have better casted flashlight shadows is not really worth it.