Hunt: Showdown se actualiza para optimizar su uso de CPU y memoria en PC

 

Aunque ayer Crytek publicaba un nuevo tráiler para su nuevo título Hunt: Showdown para volver a promocionar su paso por Steam Early Access, lo cierto es que los jugadores esperaban con ansias un parche prometido con optimizaciones. Este parche ha llegado hoy mismo y cumpliendo con las promesas del desarrollador ha integrado mejoras de optimización de CPU para evitar los cuellos de botella especialmente en aquellos equipos con CPU más humildes.

La segunda mejora de CPU llega en forma de optimización de las colas de los hilos, mientras que se han reducido las llamadas al motor gráfico y una buena serie de optimizaciones gráficas en busca de mejorar el rendimiento en varios entornos.

La memoria también ha recibido un repaso significativo, reduciendo el uso gracias a aplicar diversas técnicas en varias funcionalidades del juego, como por ejemplo permitir la carga de animaciones y objetos en streaming.

Con estas mejoras Hunt: Showdown espera estar un poco más a la altura de las expectativas de los jugadores, ofreciendo en teoría un mejor rendimiento.

 

Hunt: Showdown Performance Update Release Notes

Performance

CPU optimization and utilization

  • Optimized a number of CPU heavy processes within the game that would lead to Hunt being CPU bound (especially on lower end hardware)
  • Optimized rendering cost when particle effects are filling the screen space
  • Optimized off-screen particle updates in most cases
  • Optimized interior lighting volumes significantly
  • Optimized a number of expensive engine calls (e.g GetWaterLevel)
  • Reduced particle overdraw when many large particles in view
  • First round of optimizations on CPU job manager (improves efficiency of thread queues)

Memory optimization

  • Reduced Hunt’s overall memory footprint 
  • Enabled animation DB streaming to reduce memory usage
  • Improved object streaming to reduce memory usage
  • Fixed a memory leak in the AI proximity grid
  • Reduced memory usage in various Hunt subsystems

Server/Backend

  • Improved dedicated server allocation manager to be more reliable, especially if back end slows down
  • Upgraded backend technology to pave the way for further improvements to debugging user reported issues (slow response times etc)

Bug Fixes

  • Fixed a stall when using lanterns for the first time (slight micro stutter when picking up the lantern)
  • Fixed a stall that could occur when using dark sight for the first time after loading into the match
  • Fixed a stall that occurred when aiming fuses at the sky
  • Fixed a number of stalls that could occur due to some shaders being loaded during gameplay. This was especially noticeable when aiming down sights
  • Fixed a stall that could occur when the banishing phase completed
  • Fixed a number of invalid file accesses during gameplay which was resulting in some stalls
  • Reduced stalls that could occur with cloth simulation on hunter clothing
  • Fixed a number of uncached resources
  • Fixed a deprecated asset that could cause the game to freeze at Stillwater Bend (or as it has been affectionately called by the community “Crashwater Bend”)
  • Fixed a bug that would cause the Depth of field to be triggered when others in the match were aiming
  • Partial fix implemented for some objects not rendering correctly (e.g. large amounts of vegetation missing at the start of the match)