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Chaton Noir

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Everything posted by Chaton Noir

  1. 1. Great news, thanks! 2. I know. I was asking about DLAA availability at the time when (and if) DLSS SR is implemented.
  2. DLAA works great. I tested it in Enlisted, and it almost completely annihilates any aliasing. At the same time, it almost does not spoil the picture. Why would I pay a lot of money for 4K if I can enable good anti-aliasing? DLSS SR is also suitable for this. In Sons Of The Forest, it works better than TAA, while the overall picture is even better. And this is in FHD. DLSS SR works well in Metro Exodus too. And even TAA can work very well. in 7DTD, the anti-aliasing is bad, and I really don't like the way the picture ripples.
  3. 1. By FSR AA, by any chance did you mean FSRAA? This is FSR 2\3 with x1.0 scaling, as far as I know (correct me if I'm wrong). Why don't you add it then? 2. The same situation with DLAA: this is DLSS SR, which does not scale the image. Why don't you want to add this when DLSS SR is added? I know that DLSS SR works well. But still, not everyone needs an upscale, but a higher-quality AA is definitely needed. In addition, there will still be no FPS gain from the aspcale, since the game depends on the CPU. And DLAA will obviously be of higher quality than DLSS SR Q. Therefore, I would also like to see the opportunity to increase the resolution of the render. Unless, of course, it is difficult to implement. In that case, I can understand it. However, it would still be desirable to implement this someday. 3. Will helmet modifications be visually displayed? Will we see a night vision device, a cigar, and so on? I suppose not. 4. Will it be possible to install a night vision device and a flashlight mod at the same time? How will it work? 5. Will it be possible to switch between DX 11, DX 12, VK and OGL in the game settings? It will be inconvenient if this remains in the launcher. 6. I hope the inscription with the game version disappears from the screen? 7. Will the traders's open/close announcements be redone? Right now it's the same voice for everyone.
  4. @faatal , how much does antialiasing improve when using FSR 3? Could you share with us a screenshot of what the game looks like with FSR 3 in quality mode? And if possible, then in other modes. And are there any improvements in AA?
  5. In general, I agree, but still it would be great to make variants of one POI, too, since there are a lot of POIs now, but they are the same. Of course, the new POIs are better, but variations for the old ones will also improve the variety. There will be much fewer cases when you walk into a room and realize that you already know it by heart. This could be especially useful for T5 buildings, since there are quite a little of them, and their creation is quite long and difficult. In addition, they simply have more space for different variations. And yes, I meant manually creating variations, not something random. And if you use a system of parts, then it will be one location, just randomly the game will be able to change different segments to others, if they are created. That is, it will be, for example, the same house, but with several options for the second floor, and one of them will be randomly selected during generation.
  6. Does TFP have plans to expand the use of the POI parts system? Now it is used quite pointwise for the accidental appearance of poles, accidents on roads, chicken coops at locations, etc. But this system can be significantly expanded to entire POI segments. For example, for one house, you can make several options for the second floor. Moreover, they can be exactly the same from the outside, but only the internal layout, the player's path, and the location of the main loot will change. Or, for example, you can make several variations for the same building, which will differ only in the colors of the walls outside and other wallpapers inside. With this, it would be possible to greatly diversify the existing locations, and in different ways. Somewhere to change the colors, somewhere - the internal layout, and somewhere in general it would be possible to add a burned—out attic instead of the whole, change the player's path in the building, hide the top loot in different places, change the location of groups of zombies. I understand that level designers have a lot of work to do for this, but it will be very, very cool if this is ever implemented. Yes, it will not be possible to do this for all buildings at once, and it will have to be introduced gradually over several updates. But even the appearance of this for at least part of the buildings would bring the variety of POIs to a new level. In the game now, POIs and cities look great, better than ever. I would like to say a big thank you to everyone who worked on this — you did an amazing job. But this system would make POI even better. There would be much more variety. Moreover, I have heard that you once discussed such a thing.
  7. @faatal , are you planning to add SSAA or another option to increase the resolution of the render? I have an RTX 4060, and since the game depends on the processor, the GPU often has a small load. I think it would be possible to get the GPU to render the game at 1440p without any problems. This would be especially true for owners of even more powerful GPUs. Moreover, the anti aliasing in the game does not work too well. I tried to increase the resolution using the console command, as well as DSR and DLDSR, but nothing worked. Therefore, I would like to have such a setting in the game.
  8. @faatal, what are the reasons that the Steam Workshop will appear only at the end of next year? And why is XeSS not planned? Because this has problems with Unity?
  9. Have you implemented upscale and frame interpolation, or just upscale? I've heard that interpolation doesn't seem to work with Unity.
  10. I understand that multithreading is not worth waiting for? I understand that this is a huge job, but without it, the game is unlikely to ever work well. Of course, the game with multithreading will remain difficult for computers, because this is not some kind of miracle. But still, without this, we are unlikely to ever see normal performance in cities or with a large number of zombies. By the way, could you tell us a little more about the work and the difficulties that need to be overcome to implement multithreading? Even if it never will be. It's just that in the view of many players, this simply requires changing a couple of lines of code that "lazy developers" can't get to in any way. Although this is not the case, because in that case you would have done it a long time ago. The same applies to bandits — few people realize that this is a very large amount of work, especially for a small team. Thank you for putting up with us)
  11. Hello, @faatal! Will the new Grace model have a jiggle physics for the bloody... drool hanging from the mouth, fur on the back and hanging intestines?
  12. Thank you for sharing your story. I wish you a full recovery and enjoy the new console version that will be released soon.
  13. Hello @faatal! 1. Can we see an improvement in TAA in the future? For example, the ability to select the smoothing quality. He's having trouble flickering at a distance right now. With the help of mods, this can be improved at the cost of some deterioration in the clarity of the appearance of ghosting. Why not give the opportunity to choose what is more important — the clarity of the picture and the absence of artifacts, or better smoothing, but at the cost of less clarity (you can fix it with sharpness) and the appearance of some ghosting? 2. It would also be good to see the name of the types of smoothing in the appropriate setting, and not just "high" or "medium". 3. How much could DirectStorage improve performance if implemented? I think it would be very useful in big cities and big buildings, and in general it would be more effective in 7 DTD than in other games. 4. Will hand lighting appear in A22 or ever again? It is not very pleasant to look at your hands, as well as weapons and tools in them, when, for example, you are underground, and the lighting of your hands does not differ from the lighting on the surface. There is a mod that corrects this situation. It has some problems, but it still looks much better. In addition, in the A22, you will see what you are wearing on your hands, and without normal lighting it may not look very good. 5. Will there ever be new first-person animations, or will they be updated only for the third person? 6. Will there ever be animations for eating and drinking? 7. Will transport-related animations appear? The 4x4 was shown with the doors open and closed. Or was it done just to demonstrate the model? 8. Can we ever see a first-person view in transport? 9. Will the dropped objects ever be displayed as their models, and not as bags? 10. How about in the updated interface, when configuring graphics, the player would see an image for each setting that clearly shows what a particular setting affects and how it affects it. This would be very useful when setting up graphics, especially for those who are not well versed in this. 11. Is it ever worth waiting for the return of Graphics Jobs? 12. Is it possible that Work Graphs will appear with DX 12 in the future? 13. FSR 2/DLSS is not in the game yet, but is FSR1 in the plans then? It works worse, but it would certainly be better than the current scaling, which would help people with very weak computers until FSR 2/3 appears, if it eventually will be at all. 14. Is it worth waiting for DLAA if DLSS appears in the game? 15. Why not add a wandering horde spawn near the air drop site? Or at least make sure that the zombies next to the cargo start walking towards it, so that the player cannot pick up the air drop so easily. 16. What are you working on now?
  14. 1. Physics and sounds of transport. You were referring specifically to alpha 22, right? (Sorry, I just didn't quite understand and would like to clarify.) 2. What are the chances after updating the engine to get DX 12 and full Vulkan support in A22 or in future versions? After all, there are probably still some problems in this regard. 3. What is the expected performance gain from the new APIs if they are implemented? Maybe there have already been some tests on the new version of the engine? 4. Will all new animal models get new animations in Alpha 22? 5. What about adding not only the shadow range setting, but also their quality? For example, using mods, you can reduce the number of shadow cascades to 2, so that ultra+ shadows are not much worse than high shadows in performance, but the drawing range is significantly longer. At the same time, the quality of the shadows does not drop too much. Yes, it may not look very good, but I think it's better than tall shadows that lack drawing range. Ultra and ultra+ shadows strongly affect performance, at least on not the most powerful systems, which makes playing with such settings uncomfortable until the number of cascades is reduced to 2. It seems to me that this is a good intermediate option so that everyone can choose what is more important to them — range or quality, and choose the best option for their preferences and their performance. 6. I would also like to hope that the contact shadows will be a separate setting and that it can be adjusted regardless of the other settings. 7. I would just like to thank you very much for your work and your answers and forum posts. It's really nice that you always keep in touch with the community, answer questions from the players, give some news and details. Good luck to you and the whole team!
  15. Hello, @faatal! Will we ever get new physics and new sounds for transport? The new models look much better, but it will be unpleasant to see the old physics and old sounds. And is there a chance that A22 will have a new UI, or is it worth waiting in A23?
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