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

I watched a scientist last night doing some science in the corner of a lab, suddenly he started to float up through the ceiling.


Don't forget, the vast/open nature of the game is a complete illusion. The game only loads a small area of world to run around in at any given time, everything else outside of that zone is a loading screen away. So when people say that the game is vast and the fps is because of said vastness, this simply is not true a single bit. if it were true then there would be no loading screens for simply walking up a ladder hatch or through a door to enter a bar etc. The game uses less than 6GB of VRAM on a 24GB GPU when using ultra settings at native resolution. What does that tell you on first thought? GPU under-utilisation (regardless of whether the GPU core is at 99% or not) :p
TBH mate I more meant a game with freedom vs a defined path SP game? If I've worded that right? So 'vast' in that sense vs 'you have to go this way that's the path chosen the rest is closed off' kinda thing?

Yeah, I did mention previously at native 1440p ultra I'm only using 5.7-6gb and I reckon I could do 4k dlss 60fps easily with the mod given I get 90-110fps with it at 1440p dlss ultra with 70% scaling...
 
No, unlike Outer Worlds, it doesn't have shader compilation stutter.

OK but they are very similar games. Role playing game with similar mechanics to the Elder Scrolls / Fallout featuring multiple planets that are really just large maps that you travel between via loading screens and menus.
 
found my first 2 bugs last night, 1 being quite funny :cry:. Threw a grenade which landed square between the enemies legs, it then propelled said enemy into a ceiling and he ended up getting stuck there with this legs hanging :cry:.

Second was a mission bug, enemy spawned inside an inaccessible building followed by a group of enemies spawning together.. literally in a bunch so all it took was 1 grenade to take the lot out. Pretty sure they're not meant to spawn like that...
 
Kinda sad, people who work on mods like this do deserve some credit and support for making it happen. It's not for us to feel entitled so we demand it for free.


Just to be clear, my post does not include any links where to download the DLSS3 mod, I'm just reporting the news
 
I'm actually not fond of this - whilst I don't like the idea of DRM in mods (or even charging for them) - having made a few myself and sunk hundreds of hours into implementing feature requests and maintaining them, if PureDark wants to paywall them then that's their right to do.

The DLSS 2 mod was already released for free - now what incentive does PureDark have for maintaining it when a Starfield update from Bethesda will inevitably break it..?
 
One thing is for sure when a game is developed for PC first and foremost the scope tends to be far greater.

Cyberpunk was made for PC first, Starcitizen is made for PC first, Elite Dangerous is made for PC first.

This means the limitations on memory/storage generally don't exist, which is partly why CP2077 was a complete mess on consoles at launch due to those forced limitations.

I never really played CP2077 at launch, I didn't really put any significant time into it until Edgerunners came out last year and its current state (patch 1.63) it's a fantastic game. No doubt in 3 years time starfield will be equally as good.
 
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Finding the space combat and space travel a little non existent so far. I mean literally all i seem to be doing is teleporting from one place to another with a cut scene inbetween. They really should have added being able to fly through atmosphere and land anywhere you want within reason of key POI's, i feel like it would have been much better and immersive this way. I mean i can only look at the rear end of my ship so many times before it starts to feel tiresome.

I managed to board 2 ships last night which was satisfying, kill everyone on board and loot it then blow it up :cry:.
 
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I never really played CP2077 at launch, I didn't really put any significant time into until Edgerunners came out last year and its current state (patch 1.63) it's a fantastic game. No doubt in 3 years time starfield will be equally as good.
Starfield is *already* in better shape than Cyberpunk was at launch. In fact, if I felt like being controversial I might even say that Starfield at launch (from my experience so far) has around the same amount of bugs Cyberpunk has today, 32 months after it was released.
 
You've just answered the question yourself, and confirmed exactly what I said both here and elsewhere on the forum. Developers need to do some actual work rather than just use xyz engine and call it a day. Epic have said in interviews that they were going to fix the stuttering issues n UE 5, then it was 5.2, now we have 5.4 and there's still no sign it is fixed or made easier for devs to optimise their implementation. The last Epic interview I read in relation to UE 5.2 was that they said developers will still need to do work to optimise, but 5.2 means they need to do less work to optimise for the stuttering.
You sure do like pretending you know what you're talking about :p I have spent quite a bit of time optimising Unreal titles, FWIW. The idea that 5.2 or 5.x or whatever is going to 'fix' stuttering is pretty hilarious.
 
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I am 95% sure that their UE5 version of the sequal will be riddled with launch issues such as shader stuttering and other performance optimisations that are lacking. This is an expected trait with UE and from memory cannot recall a single UE game that didn't have these issues needing months/weeks of patches to somewhat resolve. They've got RED Engine to a realy good place so it puzzles me why they have abandoned it. Nvidia now have Ray reconstruction so ray tracing is now really clean and fast - Leverage what they have instead of starting from the ground would seem more sensible surely.

None of the current UE5 games have shown themselves to be anything stellar either, performance issues with stuttering still exist deep down at the engine level which Epic seem to be unable to resolve even though they promised it would be fixed in 5.2, and now we are on 5.4 with path tracing support....

Not so sure. I think they have learned a lot from the mistakes of Cyberpunk. They were so well regarded and hugely damaged their reputation and dropped from grace. They have had to work hard to repair that and even now it is not fully repaired.

Do you think for the sake of months/weeks that it would take to fix the issues you mentioned they will release it early again?

As for Red engine, how do you know it is in a good place? We just get to see the end result, but god knows how much plastering over the cracks they have had to do. It is probably at its limits.

They obviously know a thing or two about game development and made the informed decision that UE5 is better and will allow them to move forward and make the game they envisioned.

That's my take on it anyway. I am glad they moved to it and looking forward to Cyberpunk sequel.
 
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