***The Official Starfield Thread*** (As endorsed by TNA)

Loading times look to be a bit annoying, especially when you factor in so many newer big games that have almost instantaneous loading on current consoles.

They should have tried to make use of direct storage or whatever it is called. Hopefully loading on pc with a decent nvme is not long between transitions.

Is not about how fast the storage is. Their engine was limited as per CPU/RAM combo, still is now. Is a crap engine.

This was posted earlier,but again confirms what I told you guys for months:

Where lots of NPCs are,you are CPU bottlenecked. This is the same in Fallout 4,so its again a Papyrus bottleneck. See,I told everyone for ages this would be the case!

People were all fighting about upscaling,RT,etc when it was quite obvious even the consoles probably are more CPU limited so are capped to 30FPS.

Even though the engine seems more threaded,there is one worker threaded which is still pushed more.

Also look at the CPU bottleneck. I kept telling people in the GPU section who were going on about upscaling and I said in cities the game were going to be CPU heavy.
DLSS3/FSR3 would have helped with the CPU bottleneck.
 
Installed it now again and can confirm you can jump from space (another ship that lets you be outside) all the way down to a planet and using the jetpack to slow down the fall right at the bottom. Will need some healthy supply of life support fuel though :p

What bothers me more is the lack of trying (in general). Sure, it will be a decent game, but that's about it...

Video or it didn't happen :P
 
Me and @KompuKare run the Fallout 4 benchmarking thread. This is what it looks like:
hoIMAAD.png

Those numbers look OK,until you realise I could get half the FPS in the chart on my Ryzen 7 5700X in large settlements with lots of NPCs. Number 21 is using a simulated Ryzen 7 7700X - look how much faster than the Ryzen 7 5700X/5800X it is! :(

Ohhhh ok. Well it was a good 'middle' choice when the range came out so hopefully do just fine until/if I decide to get the 88003d or whatever it is.
 
Is not about how fast the storage is. Their engine was limited as per CPU/RAM combo, still is now. Is a crap engine
DLSS3/FSR3 would have helped with the CPU bottleneck.

This is not do with graphics rendering entirely,so it might help somewhat but not as much as we might think. Look at the difference between dropping settings on those charts - its not as much as you would expected.

Outside the cities the reviewers say you are GPU limited. But in cities you are not.

It's to do a lot with Papyrus scripting IMHO. That is why in cities where there are lots of NPCs and other mechanics happens performance drops. I kept telling people who were talking about graphics this would be the major issue.

I know this from actually modding Fallout 4 extensively. At qHD I am CPU limited so much in my modded Fallout 4 playthrough,I power limit my RTX3060TI by almost 50% at it makes no difference! Adding NPCs,and automation tanks framerates. Mods like Sim Settlements 2 do this.

Even Cyberpunk 2077,which uses a far more modern engine,actually is more CPU dependent than people think. It will be interesting to see if Phantom Liberty also pushes CPUs more,because of its improved NPC AI.

Ohhhh ok. Well it was a good 'middle' choice when the range came out so hopefully do just fine until/if I decide to get the 88003d or whatever it is.

A lot of people who play Bethesda Games Studio games are not surprised at the CPU side. I find it hilarious Reddit was more worried about the GPU side! :cry:
 
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I'm not gonna sit again a few minutes to drop down to the planet :))
But here are some screenshots.





















Ah... NMS. great, fair enough. You had me all excited there, i thought you might have early access somehow to SF..... don't ask me why i thought that i don't know, your quoting me was referring to NMS :o
 
This is not do with graphics rendering entirely,so it might help somewhat but not as much as we might think. Look at the difference between dropping settings on those charts - its not as much as you would expected.

Outside the cities the reviewers say you are GPU limited. But in cities you are not.

It's to do a lot with Papyrus scripting IMHO. That is why in cities where there are lots of NPCs and other mechanics happens performance drops. I kept telling people who were talking about graphics this would be the major issue.

I know this from actually modding Fallout 4 extensively. At qHD I am CPU limited so much in my modded Fallout 4 playthrough,I power limit my RTX3060TI by almost 50% at it makes no difference!

Even Cyberpunk 2077,which uses a far more modern engine,actually is more CPU dependent than people think. It will be interesting to see if Phantom Liberty also pushes CPUs more,because of its improved NPC AI.



A lot of people who play Bethesda Games Studio games are not surprised at the CPU side. I find it hilarious Reddit was more worried about the GPU side! :cry:
Is helping more than somewhat in Cyberpunk. 95fps/46% GPU usage without FG vs. 197fps/66%GPU Usage with FG. . :)
 
Ah... NMS. great, fair enough. You had me all excited there, i thought you might have early access somehow to SF..... don't ask me why i thought that i don't know, your quoting me was referring to NMS :o
Neah. SF is like you've said - one Arena Commander loading after another. Hopefully loading screens won't be as long as existing in the main map from a building in FO4.
 
Is helping more than somewhat in Cyberpunk. 95fps/46% GPU usage without FG vs. 197fps/66%GPU Usage with FG. . :)

Cyberpunk 2077 seems to be CPU heavy due to the graphics side IMHO,because it pushes RT. The NPC AI in Cyberpunk 2077 isn't very sophisticated,but the DLC will change this so I want to see if the game gets more CPU intensive. But looking at changing settings in Starfield from ultra to medium it doesn't improve FPS as much as I would think.In Fallout 4,the graphics rendering thread can be a limitation sometimes,so maybe frame generation can help a bit,but its quite clear looking at the results so far with Starfield its happening in NPC dense areas.

I have tested Fallout 4 and Skyrim on all sorts of CPUs,dGPUs and even integrated graphics,etc even before the benchmarking thread.

So the consoles can hold 30FPS but not in cities(dips below 30FPS) and I said they were CPU limited. The consoles use upscaling,so they are already managing the graphics load already by rendering internally at a lower resolution. But they dip in an area with lots of NPCs.This is what I kept telling people,who are more worried about other stuff.

This is also going to a consideration if you can actually build your own bases in the game. In Fallout 4 it wasn't just Papyrus scripting for NPC AI,it was also for automation because you could build your own mechanisms and factories too. It will be interesting to see if the game caps how many NPCs you can have,and machines you can implement.
 
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Neah. SF is like you've said - one Arena Commander loading after another. Hopefully loading screens won't be as long as existing in the main map from a building in FO4.

I never managed to get in to FO4, i did like FO3, i don't know, go figure.....

It sounds like in Elite Dangerous the fast travel effect is being used to hide a loadscreen, which is perhaps inaccurate wording, its just giving you a fast travel, or 'Quantum Jump' effect but its not actually moving anywhere, its just giving you that visual effect as its loading the next level in.

For those who don't know...
My Arena Commander reference is its putting you in to a level with boundaries in space, if you go surface side you are at a designated LZ again with boundaries, always a level with boundaries.
Star Citizen has an "Arena Commander" mode, a series of maps with boundaries in space or surface side that you load in to for fixed mission types, this completely separate and outside of the main MMO sandbox that is Star Citizen, or what we call the Persistent Universe, its a series of mini games addons for if you feel like doing something more....... Space Themed COD?
 
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Cyberpunk 2077 seems to be CPU heavy due to the graphics side IMHO,because it pushes RT. The NPC AI in Cyberpunk 2077 isn't very sophisticated,but the DLC will change this so I want to see if the game gets more CPU intensive. But looking at changing settings in Starfield from ultra to medium it doesn't improve FPS as much as I would think.In Fallout 4,the graphics rendering thread can be a limitation,so maybe frame generation can help a bit,but its quite clear looking at the results so far with Starfield its happening in NPC dense areas.

I have tested Fallout 4 and Skyrim on all sorts of CPUs,dGPUs and even integrated graphics,etc even before the benchmarking thread.

So the consoles can hold 30FPS but not in cities(dips below 30FPS) and I said they were CPU limited. The consoles use upscaling,so they are already managing the graphics load already by rendering internally at a lower resolution. But they dip in an area with lots of NPCs.This is what I kept telling people,who are more worried about other stuff.

My test was at 1080p, raster only, DLSS to performance. It wasn't that much load on the GPU and it was heavily CPU bottlenecked. Is the same as in Microsoft Flying Sim, FG adds a lot of "free" frames to smooth things out.

I never managed to get in to FO4, i did like FO3, i don't know, go figure.....

It sounds like in Elite Dangerous the fast travel effect is being used to hide a loadscreen, which is perhaps inaccurate wording, its just giving you a fast travel, or 'Quantum Jump' effect but its not actually moving anywhere, its just giving you that visual effect as its loading the next level in.

For those who don't know...
My Arena Commander reference is its putting you it to a level with boundaries in space, if you go surface side you are at a designated LZ again with boundaries, always a level with boundaries.
Star Citizen has an "Arena Commander" mode, a series of maps with boundaries in space or surface side that you load in to for fixed mission types, this completely sepperate and outside of the main MMO sandbox that is Star Citizen, or what we call the Persistent Universe, its a series of mini games addons for if you feel like doing sometrhing more....... Space Themed COD?

From seeing that girl playing, "space stuff" is just a small bubble giving the illusion you're going places. Then you chose a spot on the planet and "teleport" / load screen on your way there. Then back to space... Hopefully the story is better.
 
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From seeing that girl playing "space stuff" is just a small bubble giving the illusion you're going places. Then you chose a spot on the planet and "teleport" / load screen on your way there. Then back to space... Hopefully the story is better.

Right exactly, its not a vast singular sandbox that lets you go anywhere and do anything you want in trillions of KM of actual 3D space, you are as you call it in a bubble and what you see in it, like a planet isn't even necessarily real, you load into another bubble to go there and you can't go to that there mountain top because it doesn't actually exist, its just part of a visual sprite.
 
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