Was it common for the NPCs to pop-in so close to the player character like that? I was going to borrow this game from a friend, but if that's going to happen often, I'm not even going to bother.
I remember it happening when new sequences would load or at least something very similar as the environments were loading. I've never seen them pop in that literally a as i'm running through the town however. I posted this earlier today in new threads.
http://a.pomf.se/zzhzgx.mp4
I don't see an animation in that .webm, just horrible pop-in.
The pop-in is animated to look like an animus glitch....
I don't see an animation in that .webm, just horrible pop-in.
The pop-in is animated to look like an animus glitch....
You're referring to FC4 right? How wasn't that a legitimate anti-piracy measure exactly? What's the point of bringing that up when it was known that installing the day 1 patch on pc after buying the game?Leaving out features can also be seen as anti-piracy measures rather than just being missing features as well.
It's the typical gameplay experience for me after the patch.yeah watched this earlier today, noticeable pop in here or there, but not nearly as bad as the gif and webm in the OP. This video makes it look perfectly playable.
I think it was like that in the "loading" first moments of sequences, that's how it has always been in the AC games, now it happens in actual gameplay. And if it was like that before, well, it's hilarous too, and the aptch just made it more noticeableI swear this was in there before.
Haven't you sold enough copies already, Yves? You have our money, you can stop the damage control now.You're referring to FC4 right? How wasn't that a legitimate anti-piracy measure exactly? What's the point of bringing that up when it was known that installing the day 1 patch on pc after buying the game?
This has been my experience after the patch too.I remember it happening when new sequences would load or at least something very similar as the environments were loading. I've never seen them pop in that literally a as i'm running through the town however. I posted this earlier today in new threads.
http://a.pomf.se/zzhzgx.mp4
...That's what I'm not seeing? It looks like bog-standard Sandbox pop-in, EG: Horrible. But Nothing that's "animated like the animus" to me.
I watched it five times. I only notice a "animus"-like "dropping civilians in quickly" pop-in on two of the... like... 50 popped in civilians. The others look like they just suddenly pop-in, no animation running.
What I don't understand is how do those three extra NPCs that warp in make the scene better in any way? Watch the gif and tell me there are too few NPC's on screen prior to the pop in... Like what the fuck? All this does is detract from the experience.
...That's what I'm not seeing? It looks like bog-standard Sandbox pop-in, AKA: Horrible. But nothing that's "animated like the animus" to me.
I watched it five times. I only notice a "animus"-like "dropping civilians in quickly" pop-in on two of the... like... 50 popped in civilians. The others look like they just suddenly pop-in, no animation running.
Whats hilarious is that if they never loaded at all the player wouldn't miss them. Pop them in in the distance, sure, but I find it hard to believe they can't make it so some NPCs are skipped if they are going to load too close to the player.*Is running*
*hits an unloaded npc, who finally pops in as i get 2 feet away*
yeah that wont be annoying, not at all!
It's probably hard programmed into the engine. That seems to be the problem here, they were really going for the "100000000 npcs" as a bullet point since the start.Whats hilarious is that if they never loaded at all the player wouldn't miss them. Pop them in in the distance, sure, but I find it hard to believe they can't make it so some NPCs are skipped if they are going to load too close to the player.
It's hard not to. I've seen apologists, but then there's him. I respect him and everything, such devotion is not going to be unnoticed.Oh don't start with that.
The close ones show up black with a bit of shimmer before the detailed model comes in. Thats not how pop-in usually looks.
The distant ones are just popping in like traditional pop in does.
So pop-in is no longer an issue. Well played Ubi.
Ok,I laughed harder than I should have. BTW, it's no longer pop in, it's now warp in! XDPop-in is a feature.
20-25 fps cinematic framerate is a feature.
Shitty gameplay is a feature that makes you feel closer to nature, you can almost smell the great outdoors.
Ubisoft has hit the JACKPOT.
Haven't you sold enough copies already, Yves? You have our money, you can stop the damage control now.
Are they seriously still saying that lessening the amount of NPCs won't fix the framerate even a little bit?
This shit is hilarious. It's remarkably clever if it wasn't also so sad lol
Ubisoft just admit you guys tried to make a game fit on platforms that couldn't do it and instead of appropriately toning down your "vision" - whatever loose tangle of objectives can be classified as a vision in your milked out world - you guys keep trying to find alternative routes to getting the game not to run like complete watery shit.
Yeah, their engine though. Its not like they need to collaborate with Epic on a fix for Unreal.It's probably hard programmed into the engine. That seems to be the problem here, they were really going for the "100000000 npcs" as a bullet point since the start.
Up next - framerate drops will feature bullets whizzing past Arno simulating a Matrix-like bullet-time effect.
I think ACU has been shit on enough by now.. the patch got performance to acceptable level so im just going to go ahead and enjoy the game.
If there is more pop in now than before than it is obviously related to this stability update. Instead of thinning crowds though, they just don't load crowds that are beyond a certain distance from the player. The result is the same - less NPCs on screen.I'm not sure it would. The size of the crowd certainly doesn't seem to affect the frame rate on the PC version.
Up next - framerate drops will feature bullets whizzing past Arno simulating a Matrix-like bullet-time effect.
*Is running*
*hits an unloaded npc, who finally pops in as i get 2 feet away*
yeah that wont be annoying, not at all!
I think ACU has been shit on enough by now.. the patch got performance to acceptable level so im just going to go ahead and enjoy the game.
Then I guess the question is, does the game feel finished? Or still undercooked?
Up next - framerate drops will feature bullets whizzing past Arno simulating a Matrix-like bullet-time effect.