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faatal

Fun Pimps Staff
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Everything posted by faatal

  1. The main issue is fixed, but testers found some secondary recalc issues, so I'm going to look at it again. There will be an experimental, but not until a collection of issues are fixed. It will be announced in the forums when released.
  2. It was not a large amount of work. I was the only one who worked on it and I probably just spent a few days on it. I work on a lot of different stuff, so it gets hazy over the years. Digging is also not just for horde nights. It is useful to the AI in POIs when you get below them and down would be the best path. We don't spawn hordes so they can do nothing. The intent is for them to reasonably try to get to you and you to reasonably try to defend against it. If you don't want to interact with hordes, then turn them off, which is why the setting is there. One of our devs was even playing a game with them off recently, since he was trying something different. Shooting a crossbow is quiet, not silent. Feral sense makes it 2.5x as loud to zombies (dog and zed bear are slightly different multipliers), so your quiet is not that quiet. It was OP, so you should have to put points in stealth and use appropriate gear to be effective. It is. Things falling through world and stability issues (half fixed) are my top two bugs.
  3. Sure, it was not a good test of a low end system, because it is not a low end system, but that is all I had the time to test. We know tree high detail LOD complexity is an issue with gfx and shadow fill rate, but artists don't want ugly trees. We have a very capable programmer looking at trees and we shall see what he finds. Yes, I've noticed that player trees could use more space between them. I have no interest in spending time making old school circle shadows. Would rather people just turn shadows off on low end systems. There is no clear cut indoor vs outdoor. Occlusion outdoors often hides objects behind buildings, which applies more so in cities, so I'm not spending time trying to guess which is better. Low end CPUs could have it default to off, but that needs research, which I am not spending time on that now. Zombies have varying degrees of dumbness in their pathing based on a settings in xml which also covers a random range. They tend to abort long paths, put less value in block health differences and can't open doors. Bandits will try long paths, fully consider block health and open doors. They will also spawn in smaller numbers.
  4. Not in my testing. If I was in stealth and quiet enough, nearby zombies did not wake. Distance from zed being a big factor.
  5. Yesterday I tested 100 zeds and various shadow settings and did not see that much difference on an RTX 2070. I do have Unity's gfx jobs enabled, which may have some effect on that even though FPS generally seems the same with it enabled. I moved the gfx jobs change into the project, so it will be on in a20.1. Object quality setting matters more than it used to, since we have more block models, which cause more draw calls. One of our new programmers is researching trees. I fixed it today. Fix will be in 20.1. I don't want canned pathing, if that is what you mean by common. The AI should react dynamically to whatever block combination is presented to them and make a reasonable job getting to you. Bandits, once in, will do the same.
  6. Does it happen with Dynamic Mesh off?
  7. AMD and nVidia each have to support Vulkan in their drivers, so one could be having problems while the other does not. It may also vary by GPU model.
  8. Game options on Windows are stored in the registry. I have not seen the overlaps you had in your picture. Disappearing trees is a bug with occlusion. The tree is there, but it looks like trees can get in the wrong occlusion group or multiple groups.
  9. We don't really do anything to support Vulkan other than enable it. Unity does what it does. The only way we improve our Vulkan support, is update Unity, which we only do when we feel a Unity version is at a stable point for us to upgrade and then lock into some bug fix version of that before we release. I've been looking at our next Unity update, with their next LTS probably in 3-4 months, but I can try 2021.2 sooner as the next LTS is just a version of it with bugs fixed.
  10. Many of us have AMD CPUs. AMD GPUs is another story. I have a 570 and a really old 5770. I'd have a recent AMD GPU if they weren't hard to find and stupidly expensive.
  11. Trees need optimization work, but the last programmer who tried did not find any good solutions. We have some new programmers coming on that may get tasked with it. Occlusion needs a tree bug fix, not a hack. POI come in all shapes and sizes. Zeds banging on nearby blocks could maybe use a delayed/combined mesh update. Precaching works in some cases, but can be a lot of overhead itself. Animations are already loaded. Block damage is way too dynamic. Individual pathing is threaded and not expensive. Meshes? You mean dynamic mesh (the far ones)? Thanks There is a bug ticket for it. I will get to it at some point, but am currently working on ground collision bugs (player/zeds falling into, vehicles falling into and getting moved. Turrets falling into may also be related).
  12. There were big changes to block entity LOD culling after that video was made, so the numbers they got are old.
  13. With a 9 year old CPU, you should not have anything above medium and probably some settings on Low. My old 4790K needs medium/low settings to be playable. The 980ti at 720p should not be an issue. Many Unity tasks have to be on the main thread and there is a fair amount of load on the graphics thread. That means those other 2 cores can not contribute to that load, which is why you typically see less that 50%. Your GPU use would not get that high, because it draws a frame and then is waiting on the main and gfx threads to finish the next frame.
  14. Try using the console command "gfx g fps 200". That will show a graph of FPS, which may show short drops that do not appear in a single averaged FPS number.
  15. I would not go by what happened on first or even second horde night. Those are not meant to be that hard. There is no simple answer. There are a ton of different CPUs and GPUs combined with the various video and graphics settings. A20 is basically the same as A18 from an engine standpoint, but with a newer version of Unity, some optimizations and additional features like dynamic mesh, dense cities and updated world content. What CPU, GPU and memory do you have? What graphics resolution are you using?
  16. They do target structural supports in a generic random sense. They do not do full scans up through every block to you because it would be slow. Same rules as A19. Overall spawn rates have changed, but not specifically for vultures.
  17. I did and then my daughter and I just finished 5 hours of 7dtd. On day 14 now.
  18. Sorry, but not that exciting to me. I would not work on it anyway. Now adding the raft or a helicopter, that would be exciting and I would be working on it.
  19. I don't know why not since I have not heard anyone mention it.
  20. I don't make art, so that would be Justin if it is new grass art.
  21. Yep. AFAIK, same animations, same timing. There are random delays in AI tasks when created, so maybe a slow dog?
  22. You are supposed to start in the forest, but I think there is a bug with it finding or not having a nearby point.
  23. Which is probably a server data issue. Deleting data locally won't fix it if the server turns around and sends you junk data again. All A19 worlds should to be deleted off the server because it is possible an A20 game could be started using an A19 world.
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