Assassin’s Creed Unity Frame-Rate Issues: Crowd Sizes Aren’t the Cause, Fixes Coming “In the Weeks Ahead”

November 19, 2014Written by Jason Dunning


When it comes to Assassin’s Creed Unity, many people have been experiencing frame-rate issues since launch, prompting Ubisoft to say they’re investigating the cause, but in the meantime, playing offline may improve your experience.

Well, after looking into the matter, Ubisoft has found that crowd sizes are not to blame for the frame-rate problems and reducing them doesn’t improve anything, “so we will be leaving crowds as they are.” What is causing the lowered frame-rate is the instruction queue “becoming overloaded and impacting performance,” and Ubisoft hopes to implement fixes “in the weeks ahead.”

Meanwhile, these are some aspects of Unity Ubisoft is looking to revise that should improve frame-rate:

  • 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. 

The above changes are aiming to appear in the upcoming Patch 3 for Assassin’s Creed Unity, but as everything’s still being tested, that is subject to change. More details are expected by the end of the week.

As for the creepy “No Face” bug, Ubisoft says it only happens in unpatched PC versions of the game.

[Source: Assassin’s Creed Unity Live Updates (1), (2)]