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

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Yeah this is kinda getting tiring now the "travelling". The whole space thing feels very tacked on just to dare I say it.... "false advertise" space travel and "freedom". Mass effect andromeda did this better. The current system in starfield is only breaking immersion for me now, not adding to it, I'm actually more tempted to reinstall that and play it instead :D

I'm enjoying the game aside from the niggles, it's fallout 4 in space basically.

Graphics wise (I'm not hugely bothered as beth games have never been known for this), the game isn't even in the same league as cp 2077, especially when you look at the performance for the visuals you're getting (not like starfield is using ray tracing either so that can't be blamed for poor performance), people who are saying cp 2077 is nothing special and the graphics on display in starfield are great/on par need to head to specsavers :cry:

Some gameplay from my end.


The combat is horribly dull.

Lots of people claiming this is 'Fallout in space'. Where is the blood and flying limbs?
 
I spent waaaay to long floating in space at the start trying to figure out how to loot the space debris.

Don't even ask about changing weapons. I fought the opening battle with the bloody mining weapon haha
Me too couldn't figure it out
 
I've put together a long (34 mins! It's AV1 so youtube may spend an ice age processing the 2160p quality) video showing basically the majority of everything you do once you have passed the starting points of the game, this includes some on foot combat, some space "exploration", the many times a loading screen interrupts immersion, some space combat, docking/undocking from other ships and landing on moons/planets as well as traders, inventory, general mechanics and fast moving around the game using the scanner + HUD instead of the map/menu for easier travel etc.

Overall should be a good view into what the game is like for those still on the fence.


Keep an eye on the CPU and GPU usage only during the dialogue cutscenes, how on earth is the CPU usage exceeding 70% during dialogue exchange where absolutely nothing is going on! Does anyone else see higher than normal CPU utilisation during cutscenes?

3ipry98.jpg


Normally this would be a major issue resulting in stutters etc but since the framerates and frametimes are excellent, it's merely a trivial observation worth pointing out I guess.

Yes, the game is a slow-burn for sure, you are going back and forth a lot but if you just take it all in at a steady pace then there's a lot of stuff to do and people to talk to randomly who dish out side missions which seem to take up more time than the main story.

It's just a shame that it's not one seamless world, instead there are loading screens for merely going through a door that disrupts immersion I feel, and that that ruins the experience after the 4th loading screen within a 5 minute span of moving about the place.

The game uses miniscule amounts of VRAM and RAM, if they shader pre-compiled all of those areas of game beforehand like other games do then loading screens would not be needed at all - A really silly oversight and almost certainly due to the Creation engine being ancient now. The current consoles all support super fast asset streaming, as does PC, why can't they just have added in support to leverage that since the game is only out on next gen consoles and PC anyway???? I can't help but think if this wasn't an AMD sponsored game then RTXIO would have been featured since Nvidia offer the free tools to everyone to add in DS 1.2 to sort out things like this.

To counter some of the misinformation spread by many on FSR 2 in Starfield:

FSR2 in the game, does increase FPS when used correctly. Set dynamic rendering to off, set your render scale and your sharpening levels to your desired level and you will be using FSR 2 as an upscaler.

FSR works well with my 4080 and I see no need to download a DLSS mod with these settings. For reference I have included the FSR render scales for each quality setting.

I finally settled on 80% render scale and no sharpening at all. This results in image quality as good as native (some things better some slightly worse) unless you pixel peep and gives about a 20% FPS boost at 4K. I also do not see any excessive shimmering or aliasing. This is enough to keep my FPS at 60+ FPS at 4K, or well inside my monitor Freesync range. Setting 67% render scale gives about 40% performance increase (from 50 to 70 FPS)

Ultra Quality1.3x (77% output resolution)2954×1662
Quality1.5x (67% output resolution)2560×1440
Balanced1.7x (59% output resolution)2259×1270
Performance2.0x (50% output resolution)1920×1080

The point of using DLSS instead of FSR is that DLSS offers a more stable image, which has been demonstrated already in a number of comparison videos, some that have been posted here already. It's not about using it this way or that, it's about image quality, which DLSS is just better at.

Works for me, Gamepass version. 5120x1440 ultra and smooth as.

A little tearing for some reason, but cba fixing it atm, enjoying the game
:)
Probably because you're reaching too close to your refresh rate? If it's gamepass only the that's fine as my fps is high enough anyway to negate the need for frame gen, but the lower model 40s will def have a blast with it :cool:

Me too couldn't figure it out
Took a long time to figure out you can save weapons to the quick slots and select them in game via Q. Otherwise it's a faff about with the inventory.
 
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With hindsight, no, its sellable value is low and you’ll make far more money from weapons/armour. Use the sort feature in the inventory also so that you can see highest armour, damage, value.

Yes, you can take out their engines, at least later in the game. I think there’s a targeting skill that helps here.

I manage to board it, only thing you get is a med pack as the rest of the ship is inaccessible. Fun to try though.

Now back on my ship looking for a place to store all this heavy junk before exploring Kreet further. Edit: Found the cargo hold on the ship :)

Enjoying the game by the way. My kind of game, even though they went with a different system for stats which I did not want :)
 
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The game uses miniscule amounts of VRAM and RAM, if they shader pre-compiled all of those areas of game beforehand like other games do then loading screens would not be needed at all
Adding this to the list of hilarious **** that gamers come up with :cry:
 
The point of using DLSS instead of FSR is that DLSS offers a more stable image, which has been demonstrated already in a number of comparison videos, some that have been posted here already. It's not about using it this way or that, it's about image quality, which DLSS is just better at.

I have tried both on a 4K monitor and at my chosen settings of zero sharpening and 75% - 80% render scale, there is very little difference. Adding sharpening beyond about 20% causes shimmer on both. There is a bit more shimmer in FSR at sharpening over this level, but it stared looking over sharpened on both IMHO. So I can easily make FSR look worse by going to lower settings and increasing the sharpening, but it looked crap on DLSS as well by then.

I genuinely don’t care what other people are showing in videos, to me you have to pause and pixel peep to see any differences using the settings I used.

Even HUB said FSR looks fine at 4K and 75% scaling.

EDIT: I just found one place where DLSS wins hands down. There is a tickertape that runs around the outside of a security checkpoint in New Atlantis. With FSR it is blurred if you stand still, but fine when moving. With DLSS is has no blurring when standing still or moving.
 
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Ima level with ya'll, I'm not noticing CPU usage in certain situations because I don't have an overlay covering half my screen as I'm trying to enjoy the game not look at stats.

My nephew does this. He sits stressing about performance and stuff but when you turn the overlay off he doesn't notice an issues. Funny that
 
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Adding this to the list of hilarious **** that gamers come up with :cry:
It's true though, why is there a need to "load" anything in the space stations (example)? If they shader precompiled and used asset streaming like other games then the only loading screen to see should be the first load of the game from the desktop, just like in Dead Space where the entire station is able to be explored on foot with no load screens through any doors etc.

Ima level with ya'll, I'm not noticing CPU usage in certain situations because I don't have an overlay covering half my screen as I'm trying to enjoy the game not look at stats.

My nephew does this. He sits stressing about performance and stuff but when you turn the overlay off he doesn't notice an issues. Funny that
It's a discussion thread about a new game, and a large chunk of that is about performance variations and observations. Just because I'm getting 100fps+ isn't going to stop me from sharing observations of what appear to be poor optimisations etc. I am not one of those "well the game runs fine for me what's everyone on about???" people. It also doesn't mean I'm not able to focus on the game either, both can be done at the same time between sessions.

Even HUB said FSR looks fine at 4K and 75% scaling.
FSR is fine, sure, DLSS is just better at those fine details where image stability is concerned whether you care or notice them or not doesn't really matter in the grand scheme of things. The fact is that DLSS is better, and having the option now via mods to use it gives gamers the choice to have the best of both worlds.
 
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My 3080 isn't playing it too amazing at 3440 ultra wide which was a bit of a shock

But that GPU is now 3 years old I guess?

Where is the time going!
Same card and res. Surprised at the performance after seeing some of the posts and benchmarks. The game put everything on High/Ultra but I turned off DoF, Motion Blue and all the other nasties. Seem to be running 50-55FPS in most areas.
 
It's true though, why is there a need to "load" anything in the space stations (example)? If they shader precompiled and used asset streaming like other games then the only loading screen to see should be the first load of the game from the desktop, just like in Dead Space where the entire station is able to be explored on foot with no load screens through any doors etc.
If only life were that simple, making games would be easy.
 
So if you want true east travel, skipping out all the animations and interim load screens, the navigation table will take you directly to a place. Didn’t know that.

I generally prefer the cockpit scanner approach though.
 
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I've put together a long (34 mins! It's AV1 so youtube may spend an ice age processing the 2160p quality) video showing basically the majority of everything you do once you have passed the starting points of the game, this includes some on foot combat, some space "exploration", the many times a loading screen interrupts immersion, some space combat, docking/undocking from other ships and landing on moons/planets as well as traders, inventory, general mechanics and fast moving around the game using the scanner + HUD instead of the map/menu for easier travel etc.

Overall should be a good view into what the game is like for those still on the fence.


Keep an eye on the CPU and GPU usage only during the dialogue cutscenes, how on earth is the CPU usage exceeding 70% during dialogue exchange where absolutely nothing is going on! Does anyone else see higher than normal CPU utilisation during cutscenes?

3ipry98.jpg


Normally this would be a major issue resulting in stutters etc but since the framerates and frametimes are excellent, it's merely a trivial observation worth pointing out I guess.

Yes, the game is a slow-burn for sure, you are going back and forth a lot but if you just take it all in at a steady pace then there's a lot of stuff to do and people to talk to randomly who dish out side missions which seem to take up more time than the main story.

It's just a shame that it's not one seamless world, instead there are loading screens for merely going through a door that disrupts immersion I feel, and that that ruins the experience after the 4th loading screen within a 5 minute span of moving about the place.

The game uses miniscule amounts of VRAM and RAM, if they shader pre-compiled all of those areas of game beforehand like other games do then loading screens would not be needed at all - A really silly oversight and almost certainly due to the Creation engine being ancient now. The current consoles all support super fast asset streaming, as does PC, why can't they just have added in support to leverage that since the game is only out on next gen consoles and PC anyway???? I can't help but think if this wasn't an AMD sponsored game then RTXIO would have been featured since Nvidia offer the free tools to everyone to add in DS 1.2 to sort out things like this.



The point of using DLSS instead of FSR is that DLSS offers a more stable image, which has been demonstrated already in a number of comparison videos, some that have been posted here already. It's not about using it this way or that, it's about image quality, which DLSS is just better at.


Probably because you're reaching too close to your refresh rate? If it's gamepass only the that's fine as my fps is high enough anyway to negate the need for frame gen, but the lower model 40s will def have a blast with it :cool:


Took a long time to figure out you can save weapons to the quick slots and select them in game via Q. Otherwise it's a faff about with the inventory.
On consoles, apparently, is doing 22-23second loading times with only around 8s on PC.

Streaming even more would increase this, as Bethesda doesn't know to stream :))

 
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