Ark Survival Evolved has been Delayed until Fall 2016

WYP

News Guru
Ark Survival Evolved has been Delayed until Fall 2016 from its original launch date of June 2016. It looks like the game will stay on Early Access for a while longer.

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Read more on Ark: Survival Evolved's delay.
 
I have it but I am waiting for it to be better optimized and add SLI support, as currently the performance is shockingly poor at 1080p and above on anything from medium detail and above.

I don't mind the delay as long as this sort of stuff is going to be sorted.
 
I have it but I am waiting for it to be better optimized and add SLI support, as currently the performance is shockingly poor at 1080p and above on anything from medium detail and above.

I don't mind the delay as long as this sort of stuff is going to be sorted.

It will never get SLI support, it's a UE4 game.
 
It will never get SLI support, it's a UE4 game.

Wow well that sucks, how can a modern day engine not have support for multi gpu's :confused:

Either there is a 9.3Gb update for Ark which I am currently downloading that claims to add DX12 and around a 20% performance improvement so will found out how good there claims are in a few minutes.
 
9.3Gb!?! I'm gonna need a bigger drive at this rate.

Yeah its a sad do about SLI although you can turn it on (force it) by either nvidia control panel and enable SLI "Force alternate frame rendering 2" or by copying and renaming the games exe to "AFR-FriendlyD3D".

Option 1 I have yet to try but apparently causes frame drops and laggy performance.

Option 2 causes massive flickering and eventually CTD.

But as SPS said it's the UE4 engine and it just simply does not do SLI/XFire due to the way it uses "deferred rendering". Who knows though maybe in the future we'll see it implemented, I am looking forward to DX12 though if only for a few extra frames.
 
Wow well that sucks, how can a modern day engine not have support for multi gpu's :confused:

Either there is a 9.3Gb update for Ark which I am currently downloading that claims to add DX12 and around a 20% performance improvement so will found out how good there claims are in a few minutes.

Just because it's modern doesn't mean it should have it. It's still incredibly difficult to implement correctly.

9.3Gb!?! I'm gonna need a bigger drive at this rate.

Yeah its a sad do about SLI although you can turn it on (force it) by either nvidia control panel and enable SLI "Force alternate frame rendering 2" or by copying and renaming the games exe to "AFR-FriendlyD3D".

Option 1 I have yet to try but apparently causes frame drops and laggy performance.

Option 2 causes massive flickering and eventually CTD.

But as SPS said it's the UE4 engine and it just simply does not do SLI/XFire due to the way it uses "deferred rendering". Who knows though maybe in the future we'll see it implemented, I am looking forward to DX12 though if only for a few extra frames.

Don't think it has anything to do with deferred rendering. It's just because they never really tried to support it properly. Don't think dx12 will change it much either. Although it may make it easier to implement for devs who license it if they are allowed to modify it
 
Just because it's modern doesn't mean it should have it. It's still incredibly difficult to implement correctly.



Don't think it has anything to do with deferred rendering. It's just because they never really tried to support it properly. Don't think dx12 will change it much either. Although it may make it easier to implement for devs who license it if they are allowed to modify it

Deferred Rendering just cant be done on SLI. The technique relies on information from the previous frame to be used. So AFR can not be used without having to pass information between the cards which would take longer than just rendering 2 frames on 1 card.

It is a long standing fact that if you use UE4 and its deferred rendering techniques, forget SLI completely!
 
Deferred Rendering just cant be done on SLI. The technique relies on information from the previous frame to be used. So AFR can not be used without having to pass information between the cards which would take longer than just rendering 2 frames on 1 card.

It is a long standing fact that if you use UE4 and its deferred rendering techniques, forget SLI completely!

Ah OK then.
Does that mean SFR(Split screen frame rendering)? Since the screen is split in half and each card works on the same whole frame at once?
 
Ah OK then.
Does that mean SFR(Split screen frame rendering)? Since the screen is split in half and each card works on the same whole frame at once?

Both cards work to produce a single frame, but each card is tasked with half the screen (top/bottom or left/right). However the same issue occurs if say you move screen position, the information required for the next frame could still be on a different card. Take as an example, turning your view up/down or left/right. The pixels rendered by one card will then be rendered on the other card as the view passes the "split point".

This creates the same issues. The other alternative is rendering each vertical or horizontal line alternatively between the cards. As you can see, no matter how the load is split between multiple cards, due to the full scene information being required for the next frame to be rendered correctly. It will always go back to the same issue of needing information spanning both cards that ultimately end up in artifacting or CTD.
 
what?

Wow well that sucks, how can a modern day engine not have support for multi gpu's :confused:

Either there is a 9.3Gb update for Ark which I am currently downloading that claims to add DX12 and around a 20% performance improvement so will found out how good there claims are in a few minutes.

What do you mean a patch that has Directx 12? Did you not read the patch notes? Directx 12 is not coming any time soon it's in the "little further out" section they've been so far unable to implement it in to the engine as is.

"A Little Further Out
- Biomes Update: Snow Extension & Redwoods Deep Forest
- More Creatures, Gear, Armors, Weapons, & Structures!
- Underwater Dungeons, Tek Caves, "Ascension" Game Progression, "Boss Wars"
- Aquatic and Amphibious Mating/Lifecycles
- DirectX12 Mode for Windows 10! Approximate +20% perf
- Specific Representative "on-ground" meshes for all dropped items
- Random GPU Driver crash fix: TrueSky
[MORE NOTES TO COME]"
 
What do you mean a patch that has Directx 12? Did you not read the patch notes? Directx 12 is not coming any time soon it's in the "little further out" section they've been so far unable to implement it in to the engine as is.

"A Little Further Out
- Biomes Update: Snow Extension & Redwoods Deep Forest
- More Creatures, Gear, Armors, Weapons, & Structures!
- Underwater Dungeons, Tek Caves, "Ascension" Game Progression, "Boss Wars"
- Aquatic and Amphibious Mating/Lifecycles
- DirectX12 Mode for Windows 10! Approximate +20% perf
- Specific Representative "on-ground" meshes for all dropped items
- Random GPU Driver crash fix: TrueSky
[MORE NOTES TO COME]"


I did read it, guess I missed the "A Little Further Out" bit :banghead:

The patch though has given better performance, I can now run the game at 1440p medium settings, and hold around 70fps now.

Still going to be hard to play though as my EDTracker for Elite Dangerous is supposed to be turning up today.
 
Deferred Rendering just cant be done on SLI. The technique relies on information from the previous frame to be used. So AFR can not be used without having to pass information between the cards which would take longer than just rendering 2 frames on 1 card.

It is a long standing fact that if you use UE4 and its deferred rendering techniques, forget SLI completely!

No this isn't quite true, deferred rendering doesn't require the previous frame's worth of buffers.
Most games use deferred rendering, GTAV uses a deferred renderer and that supports SLI.

However in UE4 some major post-processing techniques they use do, such as their TemporalAA, which also happens to form the basis for other features (SSR on translucency, LOD dithering, etc).
 
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No this isn't quite true, deferred rendering doesn't require the previous frame's worth of buffers.
Most games use deferred rendering, GTAV uses a deferred renderer and that supports SLI.

However in UE4 some major post-processing techniques they use do, such as their TemporalAA, which also happens to form the basis for other features (SSR on translucency, LOD dithering, etc).

So it's because they use certain post processing techniques that means it's just incompatible with multiple GPUs?
 
So it's because they use certain post processing techniques that means it's just incompatible with multiple GPUs?

This is one reason yes. It could be possible to avoid using all these features to support SLI properly but you'd probably end up with something that doesn't look great.
 
SLI aside, the most annoying thing about Ark settings is the Resolution Scale slider, man that thing is annoying as hell to get the balance right for quality/frames.

If I go
1920x1080 with slider @ 100% 1:1 with medium settings I get 20fps.

1920x1080 with slider @ 85 - 90% with medium settings I get 35fps.

1920x1080 with slider @ 50 - 70% with medium settings I get 20fps.

It is probably the worse setup I've ever used in a game and I'm still trying to find the perfect balance and settings for this game. Almost considered selling the 950s and getting a reference 980Ti.
 
SLI aside, the most annoying thing about Ark settings is the Resolution Scale slider, man that thing is annoying as hell to get the balance right for quality/frames.

Its one of those games where it runs so badly you have to brute force your way through it. Anything GTX970 onwards is what you need.
 
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