Dear fellow players and MICROSOFT!
I’m still experiencing 5 FPS running a GTX SC 1070 w/ 16gb RAM and I5-6500!
THIS IS INEXCUSABLE FOR A MAJOR RELEASE!
After paying $89.99 for ultimate edition and it is already 02/25/2017 I’d expect that you computer experts would have this fixed!
The game is good and I do love it. Unfortunately, I cannot enjoy online play in this state.
MAKE A GOOD NAME FOR YOURSELVES IN RELEASING GOOD &&&STABLE*** GAMES!
For -Yoink!- sakes I’d think this day in age you could get it together!!!
Microsoft’s game development is like, “Let the money roll in, haha LOL wtfBBQ!”
Or, “Fix XBOX ONE FIRST. We’ll get to the PC players 2 years from now when the game is dead.”
oh, here is another, “HAHA they think that we will really fix it? LOL!!!”
Just to update this, it is now 02/27/2017 and still have the same issues persisting on Blitz.
Maybe 1 out of 3 games will run stable. The rest are just just a jittery mess.
The rest of you Halo fans +1 to this thread out of decency.
The game, for the expense, should of been released in a stable format. It’s something that you guys could of easily done instead of releasing a buggy platform that we all have to now complain about.
> 2533275019302792;1:
> Dear fellow players and MICROSOFT!
>
> I’m still experiencing 5 FPS running a GTX SC 1070 w/ 16gb RAM and I5-6500!
>
> THIS IS INEXCUSABLE FOR A MAJOR RELEASE!
>
> After paying $89.99 for ultimate edition and it is already 02/25/2017 I’d expect that you computer experts would have this fixed!
>
> The game is good and I do love it. Unfortunately, I cannot enjoy online play in this state.
>
> MAKE A GOOD NAME FOR YOURSELVES IN RELEASING GOOD &&&STABLE*** GAMES!
>
> For -Yoink!- sakes I’d think this day in age you could get it together!!!
Probably should of used DX11, im guessing the resource queues are messed up. Rolling back to DX11 would be a good idea, supporting both in the first place should have been the go too.
I highly doubt its a gameplay code issue, if it is then thats pretty poor work.
Does it start straight away? if not could be memory leaks if it happens over time.
ONI Supports this claim +1
Microsoft, really?? All multiplayer/Co-op game modes are unplayable for a lot of your PC players due to the lag… And it has been this way for over a week now… The BETA ran smooth, so something you did between then and now got screwed up. I usually play with my brother who is in the same house/network, but EVERY multiplayer game mode from Co-op campaign, firefight, blitz, skirmish, you name it, Vs AI or Vs players, lags horribly for me. In blitz/firefight it can take 5-10 seconds for me to play a card, and also for units to respond to the actions that I give them. In other multiplayer game modes, it is so choppy that half my clicks or keystrokes don’t register.
Anything single-player, be it campaign or Vs AI game-modes runs smooth on the highest settings (i7-3Ghz, GTX-970, 12GB RAM, SSD, Win-10 64-bit). If it helps, I upgraded from windows 7 to windows 10 during the free upgrade. Also note that it plays almost without issue on my brothers laptop (i7-3.5Ghz, GTX-1070mobile, 16GB RAM, SSD, Win-10 64-bit). A few crashes here and there, but otherwise beautiful on his machine. We are both in the North American region. I cant see the lag I am experiencing being due to getting matched against other players from far away countries, because it happens when I play Co-Op against AI with my brother in the same house…
Other issues with the game for both Single & Multiplayer:
- When I start the game up, 100% of the time, it loads the publisher/developer logos, and then goes to a black screen for a solid 2 minutes before the loading screen with the ARK diagram shows up, completes its load, then goes to the press any key menu. The game works… eventually… (Note that it does not happen on my brothers laptop).
- No clear way to unbind a key in setup, needs a note somewhere how to do it. - (I did read that it can be done if you hit the same key. Unbind V by selecting V again.)
- In Blitz and firefight, Keybinds 1-5 replace your ability to group units into CTRL + 1-5 and easily select them with 1-5. (This can be solved be re-mapping the keys i think, but to have this as default… Doesn’t speak too well for your play-testers…)
- When your base buildings are behind your mini-map, clicking on the mini-map clicks on the base behind it instead… (Again, play-tester failure…)
- When trying to click on your mini-map, is is FAR to easy to accidentally paint a small selection rectangle instead, resulting in no action. When the mouse is over the mini-map, just make it go where you click first, always.
I am sure there is more, but these are the most annoying and game-play impacting bugs I have found so far.
Fix it like your life depended on it. As though Master Chief himself towers over you, threatening to end your life for disgracing the Halo universe with this buggy game release, if you dont get it fixed by yesterday!
Another bump. There is support. Please believe me! Plllleeaaseee, believe me!
I’m starting to think this game should of been labeled single-player only.
Update 03/01/2017. Performance issues are more present than ever. Constant crashes. I’m about to give up and just enjoy other major releases that have just come out.
By the time we all get back to this game it will be maybe 10 to 20 hardcore players that will wreck all of us returning players, LOL!
> 2533275019302792;13:
> I’m starting to think this game should of been labeled single-player only.
>
> Update 03/01/2017. Performance issues are more present than ever. Constant crashes. I’m about to give up and just enjoy other major releases that have just come out.
>
> By the time we all get back to this game it will be maybe 10 to 20 hardcore players that will wreck all of us returning players, LOL!
It may be a memory management issue in the engine:
“If CurrentUsage is greater than Budget, the application may incur stuttering or performance penalties due to background activity by the OS to provide other applications with a fair usage of video memory.”
Seems odd on systems with new GPU’s,dx12 needs a lot of work with memory management, so that my current guess. without seeing the code its impossible to know but i think xbox is having the same stuttering issue.
Any time table on this getting sorted???
> 2533274822926055;15:
> Any time table on this getting sorted???
Who knows? 
Another bump for the bad performance thread 
> 2533275019302792;17:
> Another bump for the bad performance thread 
I’ll see if I can find a developer contact, there usually quite hard to find for CA. Because I do engines I might be able to get some info maybe? Unless there too ashamed of the problem. I’m currently rebuilding the core of my engine due to a material problem so hopefully there problem isn’t a huge architectureal one or it might take a while.
Well it is still persisting. Single player runs at perfect FPS + smooth!!! It’s &&&&GREAT!
BLITZ, however, still runs in a dismal jittery mess.
Some say it might be the servers… But why would it still be extremely jittery, jaggy, jammy, and whammy on my end??!
> 2533275019302792;19:
> Well it is still persisting. Single player runs at perfect FPS + smooth!!! It’s &&&&GREAT!
>
> BLITZ, however, still runs in a dismal jittery mess.
>
> Some say it might be the servers… But why would it still be extremely jittery, jaggy, jammy, and whammy on my end??!
Interesting question, i have no idea why the servers would effect the fps. usually when server causes issues the game plays catch up by porting the player to the position the server thinks they are in. John Carmack states it like this when he implemented it:
“The server is still the final word, so the client is always predicting it’s movement based off of the last known good message from the server.”
This lead to issues in games like cod that used peer hosted networks on game consoles where the player would basically ice skate around the map but never caused fps drops like that in halo wars.
it could be game side or network side, id start by checking your general performance like cpu load during multiplayer game and things to see if it’s something client side (which could be game code rather than server).