It seemed a safe bet that Assassin’s Creed: Unity huge crowds of NPCs were at least partly to blame for the game’s now infamous poor performance and framerate drops, but Ubisoft says that isn’t the case.
In a new blog post responding to fan concerns over the game’s high-profile issues, Ubisoft writes that crowd sizes are “not linked” to performance drops, and do not affect framerates.
“Though crowd size was something we looked at extensively pre-launch,” the developer writes, “it is something we continue to keep a close eye on. We have just finished a new round of tests on crowd size but have found it is not linked to this problem and does not improve frame rate, so we will be leaving crowds as they are.”
The following three issues were pointed out as being to blame instead, and Ubisoft claims it’s working on solutions for all of them. Though there’s no schedule for any future patches yet, the developer promises more information before the end of the week.
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Streamlining some technical aspects of navigation: We’ve fixed a number of edge cases with our detection system to smooth certain behaviors during parkour. We’ve fixed a few objects which were improperly tagged to smooth navigation.
Improving task scheduling: We’ve tuned the way the computing tasks are prioritized and parallelized by the processor cores to improve framerate in certain edge cases.
Tweaking performance for Reach High Points: We’ve optimized the reach high points, during the camera swooping sequence to improve framerate a little bit. [/br]