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Escape from Tarkov Escape from Tarkov

Die Frage ist ja auch was du sonst noch mit deinem PC machen möchtest. Evtl schafft die 970 ja bei 1440p auf 60 bis 75 hz auf niedrig bis mittleren Einstellungen vernünftige fps. Meine 1060 kommt auf 50 bis 70 je Map. Mehr wäre schön, aber meist ausreichend für mich. Ich habe eher den Fokus aufs home Office gelegt und mir dafür zwei geeignete Monitore gekauft, zocken war dann ein Kompromiss von den technischen Möglichkeiten.
 
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Tritom73 schrieb:
Zu verbessern wäre mein grottiger Dell 2219h 22" Monitor@60Hz,1080p aufrüsten. Nur da hänge ich mit meiner GTX 970 im Dilemma
Du kannst ja mal testweise die Auflösung 2560x1440 für deinen aktuellen Monitor einstellen, geht via Nvidia Systemsteuerung. Dann einfach Tarkov starten und die Auflösung auswählen und testen.
Natürlich wird das nicht gut aussehen, da das Pixelverhätlnis zwischen 1080p und 1440p nicht gerade teilbar ist, aber du kannst sehen, was deine fps machen.

Ich selber nutze diesen Monitor zum Zocken: https://geizhals.de/dell-s2721dgfa-210-axrq-a2425113.html
1440p, 165 Hz, funktioniert spitze mit GSync compatible.
 
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Monschu schrieb:
Die Frage ist ja auch was du sonst noch mit deinem PC machen möchtest. Evtl schafft die 970 ja bei 1440p auf 60 bis 75 hz auf niedrig bis mittleren Einstellungen vernünftige fps. Meine 1060 kommt auf 50 bis 70 je Map. Mehr wäre schön, aber meist ausreichend für mich. Ich habe eher den Fokus aufs home Office gelegt und mir dafür zwei geeignete Monitore gekauft, zocken war dann ein Kompromiss von den technischen Möglichkeiten.

Ich nutze den PC nur für Gaming.

Mittlere Grafik-Einstellungen sind mir schon wichtig (sieht hübscher aus) und da bin ich aktuell bei 80-110fps bereits im GPU-Limit. 1440p sind also mit der GTX 970 nicht möglich.
Ich möchte gerne in der 80-111+ FPS Region bleiben, daher auch die Idee mit 144hz für flüssigeres Spielerlebnis und besseres Aiming ohne Sprünge der Gegner.

Ich bin mir halt so unklar, ob für Tarkov nicht gleich der Sprung von 22" auf 27* @wqhd besser wäre und 24" @ 1080p halt nur ein weiterer Kompromiss ist. Oder ob mir der Wechsel auf 24" trotzdem viel bringen würde (144hz, etwas grösserer Bildschirm, weniger Bewegungsunschärfe).

Daher meine Frage, was ihr für Erfahrungen macht bzgl. Tarkov auf 24" oder 27"?

Dumm nur, dass die GPU-Preise grad nicht tollerierbar sind.
 
Selas schrieb:
Du kannst ja mal testweise die Auflösung 2560x1440 für deinen aktuellen Monitor einstellen, geht via Nvidia Systemsteuerung
ps: ich denke, das wird einfach bedeuten, dass die FPS um 80% sinken... :-/
 
Tritom73 schrieb:
ps: ich denke, das wird einfach bedeuten, dass die FPS um 80% sinken... :-/
Versuch macht klug. Bei anderen Spielen finden sich ja eher fps-Zahlen. Nur weiß ich nicht, wie viel tarkov du im Gegensatz zu anderen Titeln spielst.

Wenn zeitnah kein Geld für eine neue, oder gebrauchte GPU da ist, dann bleib bei 1080p und hol dir einen 24" 1080p Monitor mit 144Hz(+).
Grob 160€ sind ja nicht die Welt für einen guten Monitor: https://geizhals.de/dell-s2421hgf-a2281057.html
Als 27" WQHD 144Hz+ würde dich das mit IPS Panel ca. das Doppelte kosten.

Von mehr als 60 Hz profitierst du viel mehr, als von ein paar Zoll mehr, vor allem wenn du die höhere Auflösung gar nicht befeuern kannst.
 
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mal noch ne "blöde" Frage: wenn DLSS für EFT kommt: würde das auch auf ner 6700XT was bringen oder wirkt sich das nur auf NVIDIA RTX aus?
 
danke, dachte ich mir schon. ja, das Update ist raus, aber nur der Unterbau. visuell hat sich nix geändert
 
Sturmwind80 schrieb:
Das geht nur auf nvidia Karten und ist glaube ich auch schon draußen oder kam das nicht beim unitiy 2019 Update dazu?
Es wurde nur das Unity 2019 Upgrade aufgespielt. DLSS kommt später, auch wenn das vorher im September anders angekündigt war.

Aber ja, AMD Karten gucken da dann in die Röhre, wobei ich von DLSS jetzt eh nicht zu viel erwarte, da Tarkov im Single Thread CPU-Limit bleibt.
 
hat mal jemand probiert, dass Spiel auf 21:9 nativ oder mit schwarzen Balken zu spielen?

hab's mal grad auf meinem 22" Full-HD mit custom resolution auf 1920x822 eingestellt, sieht Hammer aus, nur leider etwas zu klein mit FullDH auf den 22".

wäre aber auf 2560x1440 definitiv ne Option um FPS um 33% zu steigern wenn GPU limitiert und sieht noch toll aus, finde ich.
 
grad ist nicht viel los, da im Dez ein Wipe kommt... spielt sich etwas entspannter und meine Überlebensrate liegt bei 33% :-)) Lvl 16 mittlerweile
 
Tritom73 schrieb:
sich etwas entspannter
Das stimmt allerdings.

Als ich (glaube ich) Januar angefangen habe EFT zu spielen habe ich es ja gesuchtet - bis zum Wipe. Der letzte Wipe kam für mich, mitten im Sommer, sehr ungünstig, was dazu führte, dass ich bei ca. Level 15 aufgehört hab zu spielen bzw. maximal 1-2 SCAV Runs pro Woche, wenn überhaupt, gemacht habe.
Erst in den letzten Wochen spiele ich wieder vermehrt, allerdings ohne richtiges Ziel. Ich mache SCAV Runs und gehe dann mit dem Equip, leicht aufgebessert, in die Raids, Custom only. Macht schon wieder Spaß. ^^
Gear Fear ist auch nicht vorhanden, wenn ich meine eingekaufte Level 5 Armor verliere ärgere ich mich zwar, weiß aber, dass ich deren Wert in den vergangenen Raids doppelt oder dreifach schon wieder reingeholt habe.

Im nächsten Patch soll ja ein ingame Sprachchat implementiert werden. Da bin ich schon sehr gespannt, wie das laufen wird und ob es sich auf die ohnehin schon teilweise grenzwertige Gesamtperformance des Spiels/der Server auswirken wird.
Mein Ziel wird es wieder sein die wichtigsten Händler auf Stufe 4 zu bekommen und dann einfach PvP zu betreiben. Vielleicht schaue ich mir dann auch mal endlich Reserve genauer an. :)
 
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Prewipe Events haben ja heute begonnen und angeblich soll ja Sonntag am 12.12., passend zu Patch 12.12.0 gewiped werden.
 
Gestern waren die Server irgendwie am Ende. Das erste Mal, seit ich EFT spiele, bin ich mehrfach im Raid rausgeflogen (due to low connection quality). Irgendwann war ich dann tot und jemand hat sich über den easy loot gefreut. ^^
 
Das mit dem 12.12 ist immer noch ein Gerücht oder? Habe zumindest nichts Offizielles gefunden. Wenn ich BSG wäre, würde ich 12.12.0 zwar auch am 12.12 bringen aber nun gut ;)
 
das kommt morgen 99%
 
Patchnotes: https://forum.escapefromtarkov.com/topic/159303-official-patch-notes-for-01212/

Patch 0.12.12
Key changes:

  1. Added the Lighthouse location. The lighthouse at Cape Dalniy was an important strategic object on the way to Tarkov. During Contract Wars, it was the main entry point for USEC units and served as their base of operations. After the conflict, Scavs took a fancy to this place, until the old owners returned, who decided to stay in Tarkov and establish their own order.
This is the first iteration of this location. In the future, the territory will be expanded and will include new Bosses.

2. The Lighthouse location will feature a new AI type - ex-USEC operatives, also called Rogues. They are a gang of former PMCs who previously operated together. They are well-armed, well trained, and use coordinated combat tactics. They have similar interests to the Raiders’ ones, but have united around a shared military past.

Rogue USECs have taken over the water treatment plant, and entrenched there. Stationary machine guns and grenade launchers are set up along the perimeter, with several fighters patrolling around the clock. When an enemy is detected in a sector of fire or there is a suspicion of enemy presence, the guards open suppressive fire, trying to prevent the enemy from approaching their territory.

These new bots are lenient towards the USEC PMC faction. They will not open fire upon a USEC player unless the player tries to enter their territory. If the player gets too close, he will receive an order to leave immediately and will be shot if not compliant. Also, if a USEC player is in a group with a BEAR PMC, both of them will be considered hostile and attacked on sight without a warning.

If a USEC player engages in a fight with the Rogues, he will be considered a traitor and will be treated as a hostile for the next several raids.

3. Inertia has been added to the game for more realistic movement and actions. Inertia manifests itself in the following situations:

  • Walking and strafing
  • Sprinting
  • Sharp turns during sprinting
  • Landing after jumping or falling from a height
  • Leaning and sidestepping
The inertial force depends on the weight of equipment and the Strength skill level. The more your equipment weighs and the lower the Strength skill level is:

  • The longer it takes to accelerate at the start of movement (walk, strafe, sprint);
  • The longer it takes to slow down after stopping movement (walk, strafe, sprint);
  • The longer it takes to slow down and accelerate when changing movement direction to the opposite one;
  • The more movement speed decreases during sharp turns while sprinting;
  • The stronger and longer movement speed decreases when landing after jumping or falling from a height;
  • The slower it takes to lean, return to normal position from leaning, and sidestep.
The inertial force increases starting from 0 kg of equipment weight for characters with Strength level 0, and from 10 kg for characters with the Elite Strength level. The inertial force reaches maximum with 70 kg of equipment weight for characters with Strength level 0, and with 80 kg for characters with the Elite Strength level.

4. Expanded crouching and getting up mechanics. Now the duration of these actions depends on the degree of weight overload. Getting up drains stamina, the amount of spent stamina depends on the degree of overload and the number of changed stance bars (how high the character stood up).

5. Expanded the weapon malfunctions mechanics. Along with misfires, weapons can now suffer the following malfunctions:

Failure to eject - after firing, the cartridge is jammed by the bolt and is partially visible in the ejection port. The source of this problem is, first of all, the technical condition of the weapon, and less often - the overheating of the weapon and the cartridge characteristics.

Failure to feed - after firing, there are issues with the new cartridge feed (round gets stuck in the mechanisms of the weapon, cartridge case, etc.). The main source of this problem is the weapon magazine, especially the high capacity and drum magazines. Other sources: cartridge characteristics, weapon overheating, and technical condition of the weapon.

Jammed bolt - after firing, the bolt gets jammed. Jamming can be of two types: normal and hard. The only difference is the duration of the troubleshooting. The cause of the jammed bolt can only be overheating of the weapon or its technical condition. Hard jamming occurs only at low values of the technical condition of the weapon (5% and below).

Malfunctions cannot occur in new weapons (with durability more than 93%), except malfunctions caused by overheating.

Some types of weapons cannot have certain malfunctions due to their design or mechanism of operation.

Now, in order to fix the malfunction, you need to determine its type first. To do this, you need to inspect the malfunctioning weapon via the weapon inspection hotkey.

Characters with the Elite level of the Troubleshooting skill will automatically detect the type of malfunction as soon as it occurs, without having to inspect the weapon.

Now, after events and actions related to malfunctions (malfunction occurrence, determining the type of a malfunction, fixing a malfunction), a colored notification occurs and a sound signal is played. These notifications and sounds can be disabled in the game settings by unchecking the “Malfunction notifications” box.

6. Weapon overheating and related effects have been added to the game.

Weapons heat up after each shot. The heating rate for each shot depends on the cartridge, barrel and other heating-related elements of the weapon (receivers, muzzle devices, handguards, etc.).

In contrast to heating, the weapon is constantly cooling down. The cooling rate also depends on the barrel and other cooling-related elements of the weapon (receivers, muzzle devices, handguards, etc.).

The degree of overheating can be monitored by the visual state of the barrel and muzzle devices. You can distinguish four stages of overheating in ascending order. Each stage of overheating adds new negative effects.

Slight overheating - the weapon is heated, but there is no reddening of the barrel and muzzle devices. Effects: heating of the barrel, muzzle devices, and handguard is visible in thermal scopes, possible mirage (heat haze) from the barrel and muzzle devices.

Medium overheating - the weapon is heated, reddening of the barrel and muzzle devices is visible. Effects: weapon’s accuracy decreases, malfunction chance increases, wear increases, and the weapon’s maximum durability is reduced during firing.

Severe overheating - the weapon is very hot, the barrel and muzzle devices are sizzling hot. Effects: weapon’s rate of fire changes, possible cooking-off chance. Maximum overheating - when this level is reached, a malfunction occurs - the bolt gets jammed.

7. Improved the mechanics of external ammo ballistics. Now, when calculating the flight trajectory and energy, the initial speed, bullet weight, bullet diameter, its shape and ballistic coefficient are taken into account. Previously, only the initial velocity and bullet weight were taken into account.

With this, it became possible to achieve maximum correspondence with the real life data. Also, the loss of all types of damage, depending on the energy of the bullet at a distance, and the increase in damage and penetration of the bullet from the change in bullet velocity have been corrected. For example, for 5.45x39 at a distance of 150 meters, the drop in damage was about 20%, but when changing the barrel for a longer one, thus increasing the velocity, the damage and penetrative abilities also increase. However, it’s worth understanding that for some ammunition there is no data in open sources, or they are incomplete. Such ammunition will be adjusted as the necessary data is found.

8. Adjusted the recoil mechanics when shooting:

  • Reduced the automatic recoil compensation when firing long bursts
  • Decreased the recoil reduction bonuses from skills
  • General refinements and improvements in the weapon recoil system
9. VOIP - added voice communication functionality. To enable it, you need to go to the sound settings and check the "Enable VOIP" box.

This functionality is designed for coordination and the ability to negotiate.

Remember that using VOIP inappropriately can ruin the experience for you and other players.

Insults, playing music, clogging the air, and other improper behavior when using VOIP can lead to both the blocking of its functionality and the banning of the game account.

  • VOIP works only in-raid and only in the Push-to-talk mode.
  • Players cannot talk for more than 15 seconds consecutively. This means that every 20 seconds in a raid, you can only talk for 15 seconds, regardless of whether it’s consecutive or not.
  • Pressing the Push-to-talk button too often will trigger a short-term auto-block.
  • You can send reports on inappropriate VOIP usage. To do this, go to the gesture menu and press the report button while the other player is talking or was talking 2 seconds ago. You cannot report the members of your group.
  • The audibility of the voice depends on the distance of the speaker, as well as on all other sound modifiers: room partitions, floors, walls, active headphones, lowered visor, etc.
  • Scavs can pay attention to players talking.
  • VOIP can be quickly disabled from the gesture menu or via the hotkey.
  • The Push-to-talk hotkey can be reassigned in control settings.
10. Expanded the Operational Tasks

  • Added the description variety to all types of operational tasks.
  • Added the completed operational tasks statistics to the player stats screen.
  • Added the “exit through the specific extract” condition for the “exit the location” type tasks.
11. Added the ability to partially use different types of food and drinks.

  • Only the duration of the effect changes from the amount consumed. The strength and delay before the start of the buff does not change.
  • All buffs stack only up to the original buff’s value.
  • Negative buffs also stack only up to their original value.
  • Negative buffs take skills into account (in particular, the Metabolism skill, which cuts the duration of negative effects up to 50%).
  • Negative buffs take immunity at the maximum Metabolism skill level into account.
12. Added new items:

  • New weapons
  • New weapon parts
  • 4 new hand grenades (including impact grenades)
  • New equipment
  • New barter items
  • New keys
  • New storage cases (Injector case and Keycard holder)
  • Rangefinders (handheld range finder and tactical rangefinder module)
  • 5 new cartridges
  • New clothing sets for USEC and BEAR
  • New unique armbands
  • New face types for both factions at the start of the game
13. Added new quests on the Lighthouse location

Graphics changes and optimizations 1.Screen Space Reflection - a reflection effect from wet or glossy surfaces, water surface. The technology has been completely redesigned - now the reflections look more realistic, while the load on the system is noticeably reduced. 2. Added optimization for vegetation rendering at long distances. This allowed us to significantly reduce the CPU load in locations with a large number of trees and other vegetation. 3. Added optimization of physical collision objects. 4. Added various server optimizations. 5. SSR is now enabled by default in High and Ultra graphics presets. 6. Reduced the desaturation effect during rain, the picture is now more vivid.

List of fixes:

  1. Fixed an issue where trader restock times were not updated until the client was restarted.
  2. Fixed an issue when moving the flashlight on the weapon to another slot, an endless charge of the cartridge into the chamber could occur.
  3. Fixed an issue that caused Error 500 when interacting with the in-game location map item after it was insured.
  4. Fixed an issue that resulted in insufficient lighting in the Hideout.
  5. Fixed an issue where bots could shoot through walls on the Factory location.
  6. Fixed an issue with weapon inspect animation of Saiga-12 and SVDS.
  7. Fixed an issue of overlapping sounds on the stairs of the 3-story dorm on the Customs location.
  8. Fixed an issue where bots could instantly move to a crouched position.
  9. Fixed an issue where it was impossible to create a stack of currency or cartridges from 10 pieces.
  10. Fixed an issue where the player can open a locked door without a key using the Breach option from around the corner.
  11. Fixed an issue where a player could move from a prone position to a standing position in inaccessible places, if they change their stance during weapon chamber-loading.
  12. Fixed an issue where the water filter resource could continue decreasing after the end of the purified water production.
  13. Fixed an issue where an expiring offer at Flea Market disappeared from the "My offers" section when it was extended at 00:00.
  14. Fixed an issue where the eye protection effect from the "Gorilla" welding mask was not counted.
  15. Fixed an issue where the stationary running animation played when leaning in a prone position.
  16. Fixed an issue where the Flea Market search showed only one part when buying parts for assembly with two or more of the same modifications.
  17. Fixed an issue where a trader's restock timer could disappear after the timer ended.
  18. Fixed an issue where the introductory message did not appear when entering the Hideout for the first time.
  19. Fixed an issue where more bots spawned in offline mode than needed.
  20. Fixed an issue where the BEAR Oldschool pants could disappear.
  21. Fixed an issue where a stretched polygon could appear in the Hideout’s shooting range.
  22. Fixed an issue where Glukhar’s guard bot would not shoot at a player even when still having ammo remaining.
  23. Fixed an issue where the first examined weapon on the enemy’s body was displayed as completely broken.
  24. Fixed a visual discrepancy of the progress indicator of loading/unloading cartridges in the magazine.
  25. Fixed an issue where a click sound could be played after a series of shots from a silenced rifle.
  26. Fixed an issue where the level of operational tasks was saved after a profile reset.
  27. Fixed an issue where the sound of opening a door with a key in the Health Resort could be heard on any floor.
  28. Fixed an issue where the consumption of hand stamina did not increase when the level of hydration decreased.
  29. Fixed various audio issues related to sound overlapping.
  30. Fixed various issues causing error 228.
  31. Fixed various issues causing game crashes.
Various fixes:

  • Adjusted (and also improved) the characteristics of some weapons.
  • Removed the ability to quick-throw grenades. Now, when you press the hotkey, your character will take a random grenade into his hands from your chest rig or pockets.
  • Adjusted and added new crafting recipes for the Hideout.
  • Changed the conditions for unlocking Hideout zones.
  • All keys now have durability (100 units, except for the keys that already had durability).
  • Changed the starting gear for bots and Player Scavs.
  • Various balancing changes to rarity and spawn locations for items.
  • Changes and fixes to logic and parameters of various weapon attachments.
  • Various changes in the traders’ range of items.
  • Many localization fixes and improvements.
  • Balancing changes to task rewards.
Specific items can no longer be put up and purchased on the Flea Market:

  • "Rys-T" bulletproof helmet
  • Team Wendy EXFIL Ballistic Helmet (Black) -Vulkan-5 (LShZ-5) bulletproof helmet
  • "Altyn" bulletproof helmet
  • 6B43 6A Zabralo-Sh body armor (0/85)
  • NFM THOR Integrated Carrier body armor
  • LBT-6094A Slick Plate Carrier
  • LBT-6094A Slick Plate Carrier (Tan)
  • LBT-6094A Slick Plate Carrier (Olive)
  • 5.11 Tactical Hexgrid plate carrier
  • FORT Redut-T5 body armor
  • BNTI Zhuk-6a body armor
  • IOTV Gen4 body armor (full protection kit)
  • FORT Defender-2 body armor
  • NPP KlASS Korund-VM body armor
  • IOTV Gen4 body armor (assault kit)
  • FORT Redut-M body armor
  • IOTV Gen4 body armor (high mobility kit)
  • BNTI Gzhel-K armor
  • Ars Arma CPC MOD.2 plate carrier rig
  • 5.11 Tactical TacTec plate carrier rig
  • CQC Osprey MK4A plate carrier rig (Protection, MTP)
  • WARTECH TV-110 plate carrier rig
  • Ars Arma A18 Skanda plate carrier rig
  • CQC Osprey MK4A plate carrier rig (Assault, MTP)
  • 6Sh118 raid backpack
  • Mystery Ranch Blackjack 50 backpack (Multicam)
  • SSO Attack 2 raid backpack
  • Eberlestock F4 Terminator load bearing backpack (Tiger Stripe)
  • . 45 ACP AP
  • 7.62x51mm M61
  • 7.62x51mm M993
  • 7.62x51mm M62 Tracer
  • 7.62x54mm R BS gs
  • 7.62x54mm R BT gzh
  • 4.6x30mm AP SX
  • 4.6x30mm Subsonic SX
  • 5.56x45mm SSA AP
  • 5.56x45mm M995
  • 5.56x45mm M855A1
  • 5.56x45mm M856A1
  • 7.62x39mm BP gzh
  • 7.62x39mm MAI AP
  • 5.45x39mm BS gs
  • 5.45x39mm PPBS gs "Igolnik"
  • 5.45x39mm 7N40
  • 9x19mm AP 6.3
  • 9x19mm PBP gzh
  • 5.7x28mm SS190
  • 5.7x28mm SB193
  • 12/70 AP-20 slug
  • 12/70 Copper Sabot Premier HP slug
  • 12/70 SuperFormance HP slug
  • 9x39mm BP gs
  • 9x39mm SPP gs
  • 40x46mm M441 (HE) grenade
  • 40x46mm M433 (HEDP) grenade
  • 23x75mm "Zvezda" flashbang round
  • .300 Blackout AP
  • .338 Lapua Magnum AP
  • FLIR RS-32 2.25-9x 35mm 60Hz thermal rifle scope
  • Trijicon REAP-IR thermal scope
  • GPNVG-18 Night Vision goggles
  • SWORD International Mk-18 .338 LM marksman rifle
  • FN40GL Mk2 grenade launcher
  • 5.56x45 Magpul PMAG D-60 STANAG 60-round magazine
  • 5.56x45 SureFire MAG5-100 STANAG 100-round magazine
  • AK 7.62x39 X Products X-47 50-round drum magazine
  • AK 7.62x39 ProMag AK-A-16 73-round drum magazine
  • TerraGroup Labs access keycard

Interessante Änderungen dabei. Habe diesen Wipe gar nicht gespielt und werde mit paar Mates mal wieder reinschauen. Allein wegen der neuen Karte.
 
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