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Everything posted by HeLLKnight

  1. New lighting looks promising, considering isn't Unity HDRP, but keep in mind the time of day could favor it. @faatal Can you give us technical details about these new rendering and lighting they mentioned in the last streaming?
  2. Agreed. I love special zombies in Dying Light and Left4dead and how they add different threats to gameplay, hope there are more coming to 7d2d. I find current radiated zeds has the potential to add more zombies behaviors or special attacks, other than doing more damage or have more hp-recovering hp. I like to let my imagination fly, a special zombie like the last revealed could do one or more of these: - Only ranged radiation attacks, and running from you keeping distance or trying to hide - Leave radiation puddles on his way that last a few seconds, the player takes damage if step on - Radiated Fat tourist has gas area surrounding him that convert normal zeds with standard damage to same zeds but visually dripping radiation and doing radiation damage - Crawler has an attack that does not hurt, but tries to grab your leg for a few seconds to prevent your movement and so other zombies kill you - Wight zombie tries to throw you to the ground and bite you, and if succeed all the animation, always infect you Other than that special power and attacks mad ideas, do you plan to add variations to AI pathfinding or behaviors in the future? I would like to see a combination of some smarter zeds with current a19 AI, looking for the weakest spot in your defense, while other are more fool zeds but a bit less predictable too like a16
  3. What if we make AMD to hear us? please take a second to ask AMD to add FSR to 7 Days to Die, so they will contact with Faatal or will make an Unity plugin for both HDRP and URP just did it one minute ago. https://explore.amd.com/en/technologies/radeon-software-fidelityfx-super-resolution/survey
  4. Nice to see much improved street environment art! Now that we have linear lighting and physically based rendering, I just wish devs could add better Ambient Occlusion. The shadowing in weapon, hand, behind the cars. .. look a bit flat. I've experimented adding better AO to a19 with Reshade, its a drastic improvement, and added a lot of immersion. I think Unity Universal Render Pipeline added new modern AO modes, also there is a free plugin "Amplify Occlusion 2.0" based on Ground Truth Ambient Occlusion (GTAO) natively supported on HDRP which is far superior to older SSAO or HBAO, and they claim under 1ms to mid-range GPU at Full HD. @faatal If its not possible to add new techniques or they are for beffier computers, could be possible to upgrade from AO on/off like now, to AO off/low/medium/high?
  5. Could be very cool if they decide to add an option to see stability colors view when building, like Valheim. Yes I know there is a dev menu for that.
  6. Yes I get your point but I needed to use low with a high-end PC to get 1440p on high. Just did a quick test to 19.2 b3 and I can notice a very noticeable performance improvement with terrain quality on high compared with 19.1, huge kudos to TFP!
  7. Thank you very much Faatal, now that you're working optimizing terrain shader please take a look at this thread, there is a massive 40% fps drop from low to med terrain quality setting:
  8. A roadmap would be much, much appreciated! a lot of early access games are doing it like Subnautica Below Zero, Green Hell, Rust, Risk of Rain 2, Grounded, Chernobylite and many more... no need to be much detailed or exact dates of course. I love this game but don't have time to read hundred of messages here from Madmole, Faatal etc and I want to know whats going on. This also could good for sales like having steam page updated and keeps people engaged over time.
  9. Hey @faatal and others did you notice this thread on Reddit? https://www.reddit.com/r/7daystodie/..._to_die_unity/ Looks important, some users are getting a HUGE performance boost easily. Maybe these Unity options can be set as default for A19 if devs find are stable enough
  10. Thanks MM, I think a simple roadmap would help with our anxiety a lot and would be very appreciated something like star citizen roadmap but much simpler: plain text, updated every 2 o 3 weeks like this: Graphics - Upgrade to Unity 2019.3 - Done - Upgrade to lighting system - WIP, 17 of 22 tasks completed Weapons and tools - New AutoShotgun, Machinegun, Steel Club - Done - New Junk drone - polishing - Retexture and remodel old weapons - WIP, 8 of 10 tasks completed Vehicles - Vehicle mods - done - New collision system - scheduled
  11. Nice to have AA options! thanks faatal. TAA mode? IMO the best, produces blur in some games but I love to combine TAA with that new contrast-adaptive sharpening options appeared in lasts months in both amd and nvidia gpu settings
  12. @Faatal We heard you since april 2019 talking about updating to Unity 2019.3, which means we can expect from 2019.1 stable Vulkan, performance improvements, better ambient occlusion, faster physics, final garbage collector and better tools for you, etc. So now that 2019.3 is final and looks like a19exp is not coming very soon, can we asume new Unity is coming to a19?
  13. Awesome new shots Dust2death, can't come soon enough! Maybe it's me, I find some tree trunks a bit too bright compared with the leaves, or maybe it's the just the sun position? On the other hand, I think it would be worth trying to improve the appearance of the 2D grass on the ground, since you're watching it all the time. When the ground has the same color and brightness/contrast as the grass it looks great, but otherwise it looks pretty fake. Hell, I would even sacrifice a few fps for better grass. Rust game uses Unity and looks much better, do you think could be possible in this voxel game without killing the performance?
  14. Awesome mod Dust2death, the only downside I can say is that the modeling of the spruce trees is too dense and it is difficult to see through especially when driving. Maybe if the lower branches started higher in the trunk it would be better. Keep up the great work!
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