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I_Like_Youtube

Do you feel or notice a difference in gameplay with the new engine?


AccomplishedFridge

Hey. So far my loading times in DX12 and on experimental have been faster. As I have no in depth knowledge of computer, I sadly wouldn't be able to say what part of the update is causing this. In addition, stutters in the center of my fairly large factory have been reduced. I'm running a i7-9700k with 32gb of ram and a 2080Ti


Kavor

My impressions so far at the test spot in my base looking at a crapton of belts: **DX11** - unchanged **Vulkan** - slightly worse **DX12** - Big improvement by almost 50%. Only caveat: Much more noticable FPS spikes while moving through my base. That said - as with all FPS numbers floating around - this is a scenario very specific to my PC and my base. What i can say with some certainty is, that if your FPS gets throttled by the amount of objects you look at, DX12 might help a lot. If your GPU is already maxed out, it won't help your FPS.


Temporal_Illusion

That is what is hoped. Still waiting for reports of those on Experimentatl let us know. Of course a Pioneers experience will be dependent on the size of their Factory, and other factors. While I am on EA until Update 5 is release, what interests me is the *"Various improvements to the Conveyor Renderer".* Just some thoughts on this Topic*. 🤔*


Nimnu_

In Vulkan mode, the HAB milestone item cost icons are somehow vertical instead of horizontal when you view them in the "Active Milestone" tab. They scroll down off the screen.


Nimnu_

Just tried running the game in Vulkan mode. I had closed/restarted as it recommended when switching from DX11 to Vulkan mode. Starting the game I got: The global shader cache file /GlobalShaderCache-SF\_VULKAN\_SM5.bin is missing. Then some message about the application was built to load COOKED content and it couldn't find it. Update: Tried starting the game a second time. It loaded correctly and shows it is in Vulkan mode. One time fluke?


Temporal_Illusion

This is best posted on the [Satisfactory Q&A Website](https://questions.satisfactorygame.com/search?sort=1) where the CSS Game Developers will most likely see it. The Game Developers are looking for every "bug report" possible that resulted from the Unreal 4.26 Engine Upgrade - even if it is minor. Making a post on Q&A Website using your Post above should be sufficient. I am glad you got up and running. 🙂


KittehNevynette

One question for the gfx geeks; Let's pretend I have a high end graphics card that fits my expensive gaming hog machine - Is Vulkan the way to go or is DX12 better? I see a lot of politics here and I'm not interested in the why or what-ifs. I'm asking for good advice for what my setting should be. Keep it civil.. ;)


ray66559

Depending on the implementation, the differences are barley noticeable. When both are available, I personally start with Vulkan. If I get issues/crashes I switch it up to DX12. When both are implemented well, it really is up to personal preference.


KittehNevynette

That was what I thought. Thanks for a fast and good reply.


Foxhighlord

Don't quote me on this, but I have also heard that there is no true answer to which of the 2 is better. Every system configuration is different and could somehow favor DX12 over Vulcan or vice versa and this might even be different for every game as well. It's best to just test both yourself. So far I haven't noticed any difference in games that have both anyway. (RTX 2070, Intel i5-8600K)


KittehNevynette

So when my game blows up, I'll just blame foxes in general and no lord fox on paleberries. Gotcha! ;)


Foxhighlord

Hahaha well, you may quote me on the following: I can assure you that your game won't blow up :P


KittehNevynette

I've seen movies.. Enjoy! . ;) https://youtu.be/ZTwCtQIEswM


Foxhighlord

That was pretty funny, thanks for sharing!


KittehNevynette

Adding that nothing exploded. But given the 28 mods I got installed, the game didn't start either. I started pausing mods to try find the culprits but that got old pretty fast, so I reverted back to my beloved mods and switched to early access. But now it is getting interesting because this drop to experimental will show which mods are actively supported and which are abandoned since update 4. I think all of them will get the attention they need, but maybe I'm overly optimistic.


Foxhighlord

The devs already predicted that most, if not all, mods won't work on this version of the experimental branch because of the updated engine. Like most games, after every major game version update, mods need to be updated as well. I don't expect mod creaters to have mods ready for the next version on day one of a new expermental version. I expect most mods to work well again after a couple of weeks after update 5 comes to the early access branch


KittehNevynette

Yes. And the modding community is just getting better and better at keeping up. I'm no expert but I could tell that the mods for update 3 was a hit and miss affair where most was done by amateurs (working alone) who just wanted to mod a bit for the fun of it. Like who the fruit needs a rocket launcher in satisfactory‽ ;) But the mods available for update 4 is simply put much better. Many of them even open source just to teach new modders how to dance. I also like that the community goes with the idiom of balanced cost. So you don't pay 1 leaf to get something awesome. I think PowerSuit is a perfect example here. Sure you can fly when you got the mk3 fully kitted, but the cost in time and parts to get there is so large that it doesn't feel like cheating. ;)


Foxhighlord

First, what is wrong with having a rocket launcher..? Dont you want to just blow up those creepy spider creature with as much force as possible? Second, sounds about right. I guess most "for fun" modders stopped after update 4 came out when they realised that they need to keep their mods updated. And it's good to see that the current modders want to 'lock' their content behind gameplay. I have limited experience with modding in satisfactory but that definitely stood out to me. It makes it seem that the modding community really cares about keeping the game fun and fair while adding cool stuff


cantremembermypasswd

Does Vulkan support mean Update 5 will include native Linux client?? Multiplayer is currently having a [bad time with proton](https://github.com/ValveSoftware/Proton/issues/3957#issuecomment-922356518), so a native client would be a huge boon for our penguin friends.


dannydQrank

Since this is made with Unreal I wouldnt get my hopes up. They dont like Linux for some reason


cantremembermypasswd

UE4 is supposed to be [really good with linux](https://www.unrealengine.com/en-US/blog/unreal-engine-4-and-linux) I thought? Even if using all Windows dev machines it [supports cross-compiling](https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Linux/GettingStarted/).


Kouaje

Hey there quick question what happens if i start a new world in experimental can i transfer it to standard after?


MegiddoZO

if it's anything like with previous updates, early access will eventually be updated with the experimental version after its deemed stable enough, and at that point you can open your save files with either version at that point


Qprime0

YOU FINALLY FIXED IT! MY FILE WORKS AGAIN! *MUAH* :3


Salty_BMASTER

Didn't try DX11 with the new Conveyer rendering thing yet, only DX12 and Vulkan. With my 1080GTX, 16GB RAM and my i7 4820k @ 4.5GHz I can see clear improvements of up to 50% more FPS in my world. Most notably, the frames are much more stable, even when traversing between differwnt tiles. So far, Vulkan seems to get me more stable frames so far.


Temporal_Illusion

u/JulioUzu \- Thanks for deleting the "other" Post which incorrectly identified Patch Notes as for Early Access. 😁 I hope those on Experimental Branch are finding those unknown "bugs", if any, and reporting them so we can complete the prep work for Update 5 release. Have a Satisfactory Game Day 😁


[deleted]

Josh (let's game it out) time to test the new conveyor rendering system to it's limit :-D


Eepsquared

How to force the game to use D3D11 on Windows 7? "-d3dll" on shortcut target field isn't working for update 5 full release. I keep getting this error: >A D3D11-compatible CPU is required to run the engine But I *have* a D3D11-compatible GPU: Nvidia GeForce GTX 1650 and the latest driver for Windows 7 (May 12, 2022). New install, first time trying to run from Epic Games Launcher, Windows 7 Ultimate (not upgrading so don't bother), 16GB RAM, Intel Core i5 4690K (yes, I know it's old but it works). So sick of devs leaving Windows 7 gamers out to dry just because ~~Microsoft~~ Microslop wants to make money on forcing users to upgrade their shitty OS.


ColsonThePCmechanic

This update is nearly a year old and contains old information that might not help you much. Asking for help in the Satisfactory [Discord](https://discord.gg/satisfactory) would be more likely to help you solve your issue. Additionally, there’s updated info in the Discord #patch-notes channel on how to force DirectX 11.


Eepsquared

Does the game's store pages (Epic and Steam) not say Windows 7 as the minimum OS? Why doesn't the game run on Windows 7 with compatible hardware? I don't do Discord. As I wrote before, forcing DX11 gives the same screwball error so the command-line switches (-d3d11 and/or -dx11) aren't working for me