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

i cannot get over the washed out haze colours!

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The CPU to GPU utilisation I've noticed is all over the place, some parts GPU is always 99%, whilst other parts it does go haywire even though frame pacing and fps etc are all good.
Looks like you've used the 2010 brown video game filter here :p
 
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Well if that is the case,then Starfield is acting in a weird way for people. Reviewers have shown that areas outside cities with large expansive areas and larger draw distances are more GPU limited. Considering these are spacescapes which are generating shadows,etc then they have done something different in Creation 2(not surprising if we look at Fallout 76 from a technical side).

Bethesda is making its largest ever cities with Starfield with lots of NPCs.This was shown by lots of reviews talking about CPU performance being an issue in cities with Starfield,especially if you turn up the NPC density and in intense firefight scenes with NPCs!

Just like in Cyberpunk 2077 you can turn down NPC density if you have a weaker CPU. In fact quite a few games can have issues with loads of NPCs:



People get too obsessed with the graphics side of the engine,which is a problem. It is a problem but so is the scripting for NPC AI and automation in the game and after 8 years it's easy to test out. In Fallout 76,they addressed some of the issues with draw distances and shadows. If you played the game,you will notice it can render far greater distances than in Fallout 4 which had to cull details very quickly. The exterior lighting system is also changed. Fallout 76 shadow distance rendering on Low is 3X Fallout 4 on Ultra(IIRC)! It runs far better compared to Fallout 4 in this regard.


Fallout settlements have a hard limit with NPCs in game for a reason because there are limits which Bethesda puts on the Papyrus system so it doesn't get overtaxed(if it does it literally will skip to the next task if it times out), and its woefully not upto the task. If there was no CPU limitation,and it was only down to rendering then they wouldn't be doing this. You can actually test this in the game. This is why I expected,after the changes with Fallout 76,things such as NPC scripting,etc would be the next concern.

Anyway,we can agree to disagree and leave it at that!
NPC AI is not scripted but drawcalls is a DX11 limitation which is why the switch to DX12 is a major step forward. The switch to DX11 in SSE from DX9 in original skyrim made a huge difference to heavily populated/model filled area i.e. BS Bruma the dc limit holds back the entire engine which is why bethesda introduced Previs/Precombines for FO4 onwards to reduce calls. Anyway this is getting way off topic. Onwards!
 
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I'm confused with it too. You basically jump between planet spaces and then choose to land somewhere which makes that mechanic somewhat pointless and potentially quite tedious; I'll assume once you have visited a planet space and discovered the landing sites you can then simply fast travel directly between planet sites and skip the entire space mechanic completely?
 
Out of curiosity, those saying the graphics don't look good, what games are you comparing it to?

Looks great at 4k, no idea what the issue is unless playing at 1080p with med settings or something maybe. Or copium because people can't run it.
 
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Okay.. where do we begin.
1) No gamma control in the game.. seriously?
2) No fov slider? in 2023?
3) No true fullscreen mode?
4) Seems overly demanding for the fidelity you get and I haven't even left in my spaceship yet.
5) Stop with the "filters" please.. or let us control them. Reminds me of battlefields blue filter which also annoyed me to no end.

Now onto other issues. Performance is a weird beast with this one for me cause while frame pacing seems on point I still get weird mouse stutters or something that causes things in the viewport to look like it stutters except for the player itself and the gun drawn. If I move using only the WASD everything is smooth.. Very odd. Linux performance is also better than windows 10(fresh install fully updated) for me and on Linux the mouse issue isn't there.

Are we discussing Mods in here, and let's face it they're going to be essential, or should we have a separate modding thread?
Separate would be best IMHO.
 
NPC AI is not scripted but drawcalls is a DX11 limitation which is why the switch to DX12 is a major step forward. The switch to DX11 in SSE from DX9 in original skyrim made a huge difference the dc limit holds back the entire engine. Anyway this is getting way off topic. Onwards!

It has scripts running - how do you think literally all games run the NPCs? :p The graphics rendering thread is no doubt an issue,but the problem is Skyrim even on the newer engines does less.

The reality again,people are just looking at playthroughs without doing much building. When you start building stuff,its easy to make large settlements with minimal drawcalls,using low graphics mods. But once you automate settlements(more scripts),add NPCs doing a lot more tasks(more scripts),etc performance collapses even if you try and minimise drawcalls. This was less evident in Skyrim because there was no build system. But Fallout 4 added the variable of settlements and automation.I have tested a lot of this,ie,building huge settlements with no NPCs,many NPCs,or even making settlements with low graphics load(but lots of machinery and NPCs). NPC and automation can literally stall once you hit a certain threshold.

Fallout 76 fixed a lot of the shadow draw problems in the game,due to a change in implementation and is still DX11.

When Todd said 16X more detail over Fallout 4,he was talking about draw distances.Hence why low shadow draw settings in Fallout 76,are 3X the Ultra settings(in terms of distance) in Fallout 4. Its the main thing you notice,ie,the massive draw distance compared to Fallout 4. Tried it with Fallout 4.....not so great. So its why I suspected Starfield might be OK in that regard. Its why the game is more GPU limited on planets and in space,which have massive draw distances.

Why do you think Starfield shows more CPU issues with more NPCs,and has options to reduce NPC density? It's the same in Fallout 4,NPC density affects performance. The engine is not really setup properly to handle this. I think we are going around in circles here. You don't need to believe me, so like I said we need to agree to disagree.
 
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Careful selling stuff to the machine vendors, if you make a mistake you're SOL lol.

Edit, I lied, there is a buyback.
 
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Looks great at 4k, no idea what the issue is unless playing at 1080p with med settings or something maybe. Or copium because people can't run it.

Come on, there are areas that are seriously washed out and the textures are laughable. No HDR or even a brightness/gamma toggle.

Just the basics, really.
 
Come on, there are areas that are seriously washed out and the textures are laughable. No HDR or even a brightness/gamma toggle.

Just the basics, really.

Some areas yeah, others look great. I was playing Quake2 last night so guess graphics aren't a major blocker for me.
 
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