Eventually there will another user benchmarking thread about Starfield (hopefully with a custom saves with outposts created and NPCs maxed out), because reviewers seldom go into that detail. I mean for Skyrim, a lot of they even though about it took a save in Whiterun ran up to Dragonsreach, turned around at the top and called it a day; even something possible with the base stock game like bringing every recruitable NPC over there first was beyond reviewers.
On the FO4 benchmarking threads, the two saves don't test the same thing but trying to find a pattern wherever one or the other is bandwidth or CPU clocks constrained is still elusive.
There may not be such a pattern due to what i think Bethesda's engine does: each frame the Papyrus scripts get X amount of time run. So the script time that NPCs, quest scripts, AI etc. is dependent on the frame rates. If the frame rate is "choppy" and everything else will suffer.
Might explain why fake frames seem to work well: on real frame = everything as normal; on fake frames = more CPU time for scripting as the rendering was (almost) free. Smoother NPCs and enemies may even make any additional latency appear to not matter.
I'm sure other theories will be along soon too.
On the FO4 benchmarking threads, the two saves don't test the same thing but trying to find a pattern wherever one or the other is bandwidth or CPU clocks constrained is still elusive.
There may not be such a pattern due to what i think Bethesda's engine does: each frame the Papyrus scripts get X amount of time run. So the script time that NPCs, quest scripts, AI etc. is dependent on the frame rates. If the frame rate is "choppy" and everything else will suffer.
Might explain why fake frames seem to work well: on real frame = everything as normal; on fake frames = more CPU time for scripting as the rendering was (almost) free. Smoother NPCs and enemies may even make any additional latency appear to not matter.
I'm sure other theories will be along soon too.
As long as moving to, say, UE5 allows them to somehow port their Creation Kit I'd be happy with that, but a Bethesda CRPG without modders would be terrible.Speculation that Starfield is extremely memory/cache constrained. Wasn't Fallout 4 also very memory dependent? Knowing Bethesda their "new" engine is just duck tape and bailing wire on their age old turd of an engine. No clue why they won't either develop something decent from scratch or pay for a decent engine. They have fantastic IP that's massively held back by their engine.
What about the games for which these low-level APIs where made for? Mainly multi-player BF. But yes, DX12 etc. is way more work as devs get the power but also the difficulty of being able to almost act as a thread scheduler. Intensive multiplayer games are about the one thing which can benefit.Gotta agree here, I have yet to play a game that works noticeably better on DX12 than DX11. Same with Vulkan and such, waaaay too much hype with extremely little gains and high probability of having a problem.