X019 VS Stress test changes

Having looked back at the older trailers of Aoe IV, it seems there were some changes made that actually play against Relic’s interests here.


Markets seemed to have much more saturated and noticeable tents than now. Which I think has contributed to many people having trouble spotting where their market is.


It seems earlier on mongols had light cav that only wielded swords (and may have been more unique). But later on it seems they were switched to the generic light cav line that only uses a spear. (only lancers/knights switch to swords and only after they charge)

Walls seem to have lost some aesthetic features like weapon racks.

Here we can see an english knight leading what looks like light cavarly?
The fact they have banners at the front of their horses makes them more distinguishable compared to light cav now. (please confirm as I don’t have screenshots of upgraded light cav)
Feel free to add more if you notice any!


More details means more stress on the hardware, especially the CPU. I think their main goal at some point changed so this game could run on xbox, surface devices as well as PC, so they had to dial down details significantly.

Just attach those details to graphics settings no?
If im playing on High settings I can expect to have to use a stronger PC.
We also still see random aesthetic things like fences, chickens, pots, and bushes spawn around other buildings. I don’t see how having a small weapon rack on walls would make a difference.

Console versions are already locked on a setting so I don’t see why they couldn’t just remove those features for only the console version.


Well, it depends.
If I play on a PC, and I want to get the greatest details and the PC can’t handle it, it will slow down the game for everyone in multiplayer, leading to a bad experience even for those who play at appropriate levels.

True, but those are static, and are just part of the building texture, so there’s nothing to compute there.
I suppose for walls there were simply extra things to take into account when it come to physics and shadows and lighting, which is why they remove them. Probably for buildings as well (making them smaller means smaller shadows means less performance tax).

I do agree that they went a bit too far, but the game overall seemed stable. They could still dial up on the details by creating better textures without adding any animations to them, which should translate in roughly same performance but better UX. Aoe3 for example has very lively maps (and coming from there and seeing the stillness of aoe4 maps is quite a shocking thing), and that puts a toll on hardware.

relic told us that Aoe 4 can run on potatoes. That’s the price. :rofl:

That’s not how client side lag works. If your pc sucks and you’re in a lobby with people who have decent setups they will just see you sitting there.
Your pc performance doesn’t affect other people’s performance.

During a multiplayer game it is important to keep clients in sync. Most RTS games use lock & sync game engines, which means all clients are in sync at the same time by locking the game state and making sure all clients have reached the same state before unlocking it. This usually happens very fast and you don’t notice it. If someone can’t keep up with the lock & sync frequency, then the entire game will lag for all players, as they wait for the slower player to catch up. Eventually, if this keeps going, the slow player will be dropped from the game.

Lock & sync prevents many issues that are standard in multiplayer games, like characters teleporting all over the map when they are behind, and a variety of cheats related to resources, damage, upgrades etc. The disadvantage is that a single slow PC will slow down all the PCs in the game session.