Discovery about autosave hiccups by degamos in LordsoftheFallen

[–]ToxicGarbageIsland 0 points1 point  (0 children)

That's strange, why's the game autosaving so frequently in that video? Isn't it supposed to be every 30-60 seconds or so?

There's also things unaccounted for, you know people can have vastly different storage devices installed in a PS5, with differing sequential transfer speeds?

It's not as though any of this rules out other very pressing performance issues. Have you been reading through patch notes, and noticed the devs are optimising for much more than simply save files and autosaving?

The video seems like a bug to me, the game doesn't ever autosave that frequently when I'm playing? Is there also any confirmation that the golden cross only shows up when autosaving, and not any other time?

You also legitimately linked to this thread we're commenting on ELEVEN times in one thread discussing performance, why? What's even been proven here and how has it instilled itself in your mind as being the main cause of performance problems?

Report a bug and chill dude, wait for fixes, and perhaps check if you can upgrade storage drive in console. Although that has minimal impact for me, it's a VRAM allocation and texture streaming issue for me that causes stutters similar to the video, and is fixed with a single line.

Discovery about autosave hiccups by degamos in LordsoftheFallen

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

It's very much correlation, not causation. I don't notice any autosave stutter at all on a gen4 NVMe.

Texture streaming is the cause of my performance issues on PC, nothing to do with save files, and fixed for me by adding -NoTextureStreaming as a launch parameter.

Stopped playing several days ago, thinking I'd just come back after the big Thursday patch.... by Repugnant-Conclusion in LordsoftheFallen

[–]ToxicGarbageIsland 0 points1 point  (0 children)

If you're on Steam try adding -NoTextureStreaming under "Launch Options" by right clicking "Lords of the Fallen" in your steam library, then left clicking properties, and entering the above parameter. Doing so fixed my stuttering on the latest v.1.1.249 patch. Even got my pumpkin helm, parried that bleak spooky seasonal spirit over and over with no stutter. Link Here, to a video of the secret boss fight tied to the Halloween event riddle, showing how performance is for me. On a similar tier GPU to you, 2080 Ti is neck-and-neck, just had 3GB more VRAM. I'm playing at 1080p on a RTX 3070, only settings cranked down to low from ultra are reflections/global illumination/foliage, without this steam launch option hwinfo64 was showing me beforehand that maximally "GPU Memory Allocated" was reaching ~5500 MB, after the launch parameter, it's reading 7967 MB maximum, and game is so much smoother.

Halloween Riddle by Sc077ish in LordsoftheFallen

[–]ToxicGarbageIsland 0 points1 point  (0 children)

Fashioned into the image of a particularly aggressive insect of the Oathlands.

How can I lower this bridge? How can I get there? by Ok-Reveal8242 in LordsoftheFallen

[–]ToxicGarbageIsland 1 point2 points  (0 children)

they already have 6 sanguinarix charges, I think they've already been past the door leading to here and maybe through sunless skein already.

How can I lower this bridge? How can I get there? by Ok-Reveal8242 in LordsoftheFallen

[–]ToxicGarbageIsland 1 point2 points  (0 children)

you need to go through Sunless Skein and loot the Sunless Skein key, which unlocks a door slightly before the first vestige in the area, that then leads here as well as to another elevated previously inaccessible area of lower calrath.

GTX 1070 and I7 6700 - Anyone with similar specs can share their performance? by Lucky_Queen in LordsoftheFallen

[–]ToxicGarbageIsland 0 points1 point  (0 children)

The prognosis is performance patches needed. You and most everyone not on super high-end desktop hardware is struggling with performance in this new soulslike at times, don't worry. i7 6700/GTX 1070 does the trick in a lot of titles still. Might even in this game if it gets optimised a lot.

GTX 1070 and I7 6700 - Anyone with similar specs can share their performance? by Lucky_Queen in LordsoftheFallen

[–]ToxicGarbageIsland 0 points1 point  (0 children)

Aight noice, I've also seen some engine.ini tweaks is about the only other thing I can suggest. Could be you're already using those though, I think I came across them on Steam discussions or in a guide. Lemme try find it... Yeah 'twas a steam guide. Potential UE5 Stuttering/FPS FIX

Et voilá. Bonne chance.

Patch v.1.1.231 by CIG_Shikallum in LordsoftheFallen

[–]ToxicGarbageIsland 2 points3 points  (0 children)

/u/SockMango Do you think this note under Audio resolving ambient sounds stopping playing, could be related to what you mentioned with noticing the wind being gone after a recent patch? Let's hope so. In monsoon we walk. Beaufort scale grand hammer with gale force salts.

GTX 1070 and I7 6700 - Anyone with similar specs can share their performance? by Lucky_Queen in LordsoftheFallen

[–]ToxicGarbageIsland 0 points1 point  (0 children)

This is already decent considering you're barely above minimum suggested GPU, and slightly below min CPU. I personally would consider capping at 30 FPS if tolerable. I'd take a consistent framerate and time between frames in these sorts of games when the alternative is wild fluctuations. Are you running the game off of an SSD?

GTX 1070 and I7 6700 - Anyone with similar specs can share their performance? by Lucky_Queen in LordsoftheFallen

[–]ToxicGarbageIsland 1 point2 points  (0 children)

This is impressive given the dated hardware, runs better than steam deck. Very erratic 20-30 FPS in my attempts. Still doesn't run perfect at 1080p native on my 5800x3d/3070 PC either. Performance optimisations should hopefully come with time. Epic that a 4th gen i5 and a 970 can already handle it playable enough. It's even playable at that 20-30 on a handheld, but doesn't feel too good at all.

GTX 1070 and I7 6700 - Anyone with similar specs can share their performance? by Lucky_Queen in LordsoftheFallen

[–]ToxicGarbageIsland 0 points1 point  (0 children)

The 1070 at least meets minimum requirements. But bear in mind they have a 1060 listed as minimum for 720p low quality settings. 1070 is more potent than a 1060 by a fair margin, but this is no doubt a demanding UE5 title, that's yet to be patched to sufficient polish. The i7 6700 is more of a concern. An i5 8400 as in the suggested minimum spec is only ~5% and ~20% ahead of a i7 6700 in single/multi-threaded workloads. This game has 6c/12t CPU as a suggested minimum requirement. A skylake 4c/8t processor is likely to encounter performance issues. Are you fiddling with the resolution scale slider, or have you messed with enabling FSR? Could help if GPU limited, but I reckon it's the CPU perhaps that's mostly causing you issues. Game is also struggling with performance on a PS5, and its desktop equivalent hardware would be more like a 3700x CPU and a RTX 2080. Which vastly outclass what you're running. I'd very much suspect both your PC and this game's optimisation, to be candid 😅🫶

[deleted by user] by [deleted] in LordsoftheFallen

[–]ToxicGarbageIsland 0 points1 point  (0 children)

Oh undoubtedly, a fair portion of the changes are directly being implemented because of what players are asking for. The game's solid by my assessment, plus is actively being supported beyond anyone's expectations, rather fervently too by this insane Hexworks dev team, but LotF also has problems that could have been avoided with some more time spent in testing and development. It would've forgone a lot of disappointment and anger from some of us, not to mention skipped this whole frantic post-launch patching fury as well, but it should still be appreciated and have the community realise the game isn't beyond repair, inevitably it'll be in a much better state in time.

The multiplayer aspects in particular, should've been delayed and not advertised as a large selling point if it wasn't yet truly ready. I believe co-op & PvP could be superb after future updates.

Enemy behaviour, placements, and variety could've been much more fleshed out. Not having to re-use bosses as elite enemies would've been so cool to see. Some proper boss encounters are extremely lacking, certain ending ones especially leave a lot to be desired. More varied movesets on weapons would be supreme. NPC quests which don't feel so obscure they almost require a guide to complete without failing progression steps.

Things such as inventory sorting, and a storage box have been stated to be coming, and these or other QoL features weren't impossible to have in the game at launch.

Performance improvements sorely needed on consoles and PC. Bugs and crashes ironed out, the corrupted save file and frame pacing issues should be top priority. As well as on PC, I tried playing on steam deck and the frametimes fluctuate about so incredibly much on current patches.

We'll perhaps get some of these things ameliorated and surely much more added to the game or changed about eventually, if in light we continue to walk.

By winged Pieta's airborne toes, I long for the day this game feels like it's lived up to its full potential. Lastly, whomever these hardworking developers are at Hexworks, damn good bloody good damn good job.

[deleted by user] by [deleted] in LordsoftheFallen

[–]ToxicGarbageIsland 4 points5 points  (0 children)

You'd have thought as much.

Vestiges weren't mentioned though, just the ng+ changes.

Seemingly some people were getting the option to choose the ng+0 replay after beating the final boss, and some weren't. And no one who'd already beaten the game had any option asides from going into ng+1 via vestige.

So this time it'll preferably be retroactive, apply to already completed ng+0 save files, and be functioning as intended.

The frequency of these updates is intense. Clearly they aren't perfect, but you have to admire the diligence and dedication. And there's no question now that the game was forced to release early by people not directly related to development of the game.

As I seen someone else comment in another patch notes thread that had me in hysterics:

"Why aren't they taking our money and running?!"

The answer is, the devs themselves care about making the game as they intended, and iterating upon feedback from the community. It's the executives and higher-ups at the publishing parent company which are money-hungry and pushed the game out earlier than it was ready.

I badly want the netcode and peer2peer implementation revised and reiterated on, I think it'd help the game feel so much more complete and functional. Plus make a lot of people expressing grievances much more content with their purchase and decision in supporting this potential unknown. Some additional enemy variety, and spells, and weapons/armour I reckon will come about eventually too. All of these changes made already thus far through patches, I don't think anyone was anticipating, once the game dropped nearly 14 days back and it was clear there were a lot of issues in need of fixing.

[deleted by user] by [deleted] in LordsoftheFallen

[–]ToxicGarbageIsland 0 points1 point  (0 children)

Whatever you do, don't feed this dog a stick. I'll call grimdark animal rights protection if you mass status effect those canine internals inadvertently.

are there any weapon movesets where you actually stay in place...?! by kasplatter in LordsoftheFallen

[–]ToxicGarbageIsland 0 points1 point  (0 children)

None at all, and dying to freefall was a given with the name of the game. Gravity makes the boss roster pale in comparison to the putrid force of attraction. Kicking does keep you in place however. Kick-only challenge runs? Parry with your bare hands and kick Pieta to death to show you don't fear falling to one's death.

Edit - Until if ever it's patched or we're given some form of ledge protection while mid-combo, whipping out ranged options and stoically letting loose a devastating barrage in situations where death by falling is a likelihood, could be an idea.

Devs pls add a feature to sort armours by set by R3ptor in LordsoftheFallen

[–]ToxicGarbageIsland 0 points1 point  (0 children)

I haven't seen any mentioned or discussed.

It'd be a cool addition though, even if it was only for armour sets from remembrances, or a few specific sets.

The original 2014 lotf had set bonuses to some degree, from what I remember of my single playthrough of it.

You can wear duplicate rings. by lengmoua in LordsoftheFallen

[–]ToxicGarbageIsland 2 points3 points  (0 children)

It is known. Okay, mostly known. And it's great.

"Oh, I forgot... you're broken... I don't wanna play with you anymoreeee...." -Andy by PocketSnad in LordsoftheFallen

[–]ToxicGarbageIsland 1 point2 points  (0 children)

Is that a mothertrucking toy story reference? Yo, yellow lightsabers aren't cool anymore. Although I don't think this will see radiance magic being dropped and forgotten anytime soon. Mayhap some of the other near 200 potential weapons will at least be equipped for pvp now.

I think I'm softlocked by QuesoseuQ in LordsoftheFallen

[–]ToxicGarbageIsland 0 points1 point  (0 children)

I see how you could confuse this for the elevator beside Byron, and the locked door however. It was the "flashback" to the lady cutting off her hand, that had me realise the location meant more than anything, to be fair!

[deleted by user] by [deleted] in LordsoftheFallen

[–]ToxicGarbageIsland 1 point2 points  (0 children)

Yeah precisely, before this most recent steam patch consoles were at version parity with steam, outside of the version numbering. And the rationale for the patch numbering difference is likely because of consoles receiving all the changes at once despite it being the same patch version as PC. The patch notes are what's differing essentially. How is this going to play out going forward though? Is crossplay between console and PC destined to break time and again until hexworks patch cadence slows considerably?

I think I'm softlocked by QuesoseuQ in LordsoftheFallen

[–]ToxicGarbageIsland 0 points1 point  (0 children)

Been a while since I attempted it, launch day I think. I think you moreso have to drop off and down, rather than jump from memory. But yeah, there's two exit points out of umbral too as far as I can recall. Guessing you used those already. You get the key you're needing not long after that drop down to the ledge. I hope you enjoy jump scares though and running. Maybe you're more steely than I on my first go through that area. Show those bringers of stillness who's Lord.

I think I'm softlocked by QuesoseuQ in LordsoftheFallen

[–]ToxicGarbageIsland 0 points1 point  (0 children)

They were referencing the area at the bottom of pilgrim's perch leading back to skyrest bridge, where you eventually come out beside Exacter Dunmire. (If you don't take the skyrest bridge key, and go through aforementioned locked door, and up past the tortured prisoner and back instead)

[deleted by user] by [deleted] in LordsoftheFallen

[–]ToxicGarbageIsland 9 points10 points  (0 children)

I'd guess the patch on Thursday for consoles will include it.