The troubles that hit Assassin’s Creed: Unity at launch seemingly caught Ubisoft unawares, however inexcusable it is that they could happen in such a widespread and noticeable fashion. However, since then they’ve been keeping people updated with their attempts to fix the various bugs in the game and track down what it was that is causing such disappointing framerate issues.
The most obvious thing that people likely latched onto as a potential cause for the frame drops were the game’s impressive and expansive crowds, but apparently this is not the case. Instead it’s something much more mundane, as Ubi wrote that “it looks like the instruction queue is becoming overloaded and impacting performance.” This was something that wasn’t discovered prior to launch, in a relatively controlled environment, and only manifest itself in the “post-launch environment.”
In the immediate future, they’re working to try and bring a few potential fixes to the table in their third patch, including:
- 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.
There’s sadly no timeline set in stone for the third patch, but there shold be news by the end of the week on when it will arrive.
Source: Ubi Blog