DayZ on APU
DayZ on APU
If we could hand out games from our library, I’d hand that piece of trash to anyone who wanted it for free.
The gameplay might work in some ways, but the overall experience is poor. It's still early access, and I got the idea when I decided to buy it. That doesn't justify the current state of the game. It's a major mess that hasn't improved much over time. The developers seem indifferent to the product. They often suggest fixes like optimizations, but these rarely fix the core problems. While H1Z1 runs fine and Ark Survival evolved somewhat, it still struggles compared to other titles. It's impressive visually, but performance issues are expected given its quality. I’m hoping eventually we’ll receive a polished version, but I’m skeptical about that.
You mentioned 40%, but I understand you haven't played in a while. Back then, I'd drop to 30 in many places, so adding 40% brings it to 43. That's still really low.
Since its debut, performance has climbed steadily, reaching early teens around release time.
CPU performance is insufficient, but the new renderer is on its way! (0.59)
I understand the situation, though this approach isn't used everywhere. If this matches what's happening here, it seems the team is definitely understaffed. Please ignore the claims about a new engine or renderer—those stories have been circulating for nearly a year now. Edit, correction: it's actually been over a year. See the article here: http://www.pcgamer.com/dayz-is-moving-to...dean-hall/ for more details. I follow DayZ, but I'm not playing through it. Edit 2 – This update comes from June 30, 2015. The latest notes explain that developers faced a big challenge in splitting the old RV rendering system from the simulation and swapping it for a more flexible version. While building the new engine wasn't overly complex, the main effort came from: - Separating the old rendering system from the simulation - Making sure the transition was thorough, since RV engine features were extensive. Once that was done, the new system was divided into three main parts: * Pipeline module – handles how objects move from world entities to rendering commands, supports multi-threading and is being tested for efficiency * Material system module – introduces new materials with adjustable properties, allowing real-time changes and improved performance * High-level rendering API – now abstracts GPU commands, making it easier to switch engines and support future standards like DX12. The implementation is still in testing, with bug fixes and optimizations ongoing. Additional changes include a completely redesigned GUI system, separate from the original RV engine setup, and support for new features like PBR. The GPU API is now hidden behind a unified rendering API, improving compatibility across platforms. In future builds, experimental features such as mirrors and cameras could be added via command-line options. Post-processing has been overhauled, enabling more worlds to render per frame and independent scene creation. For now, we're focusing on partnerships with hardware vendors and improving performance in dense urban areas. More details can be found in the forum discussion linked above.**