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SylenThunder

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Everything posted by SylenThunder

  1. Yes, but that isn't happening a lot in the case of this game. The majority of the lifting is already done when the game is loaded and textures are stored in VRAM. Based on my observances of the client behavior over the years, you're only going to see maybe a 5% improvement in extreme cases as a result of this technology with a game like this. For something like Ark, it would be significantly more beneficial. The major lifting in the game is loading all of the voxel data from storage, calculating SI, entities, pathing, and more from that data. Additionally the intense I/O load as it is constantly reading and writing large amounts of data to storage. So then the question becomes whether the overall benefit for the end user compared to the amount of development time to implement such technology is financially worth it. And truly if low-end systems are only going to maybe see a very small percentage, then it likely is not worth the effort. Time would be better spent on focusing how the game is processing the intense CPU functions, and widening multi-core support.
  2. You can find it in the Support section of the main website. Official Privacy Policy Official EULA Official Video Policy EDIT: There is also a link on the Steam Store page. Requires agreement to a 3rd-party EULA 7 Days to Die EULA
  3. Yeah, it might maybe be an option after the game releases. I am not sure how much it would help a game of this nature though since most of the lifting is done by the CPU. Also just to confirm the above statement, this is a direct response from Unity when this was asked about back in March.
  4. Please try to look for the answer before starting a new thread. We already have multiple banners, Pinned threads, and an active thread on this topic already.
  5. Might also have your ISP test your lines. We had a similar issue a couple of years ago, and it turned out to be a bad ground with the cable coming to the house. Speeds and everything else tested just fine, but we were noticing a lot of dropped/corrupt packets.
  6. Controller support is already in the PC version. It is planned for it to be cross-play on all the platforms, but there aren't any considerations for the console being taken that I am aware of. Well, outside of the possibility of the @%$#ed-up server list changes being to meet some shady Microshaft criteria for being in their store. That is literally the only reason I can think of that a change that large was rolled out so suddenly without more testing.
  7. I don't see this as being an issue. The developer isn't a console dev. They plan to finish the PC game first, and then it will be ported to the consoles. Also note that the current consoles do not have most of the limitations that that statement is based on.
  8. Hey, it's not like you have room to talk here with the alternate reality narrative you were pushing earlier. Also note that this thread is only about the mod changes. There is another thread already about the server list. It's not like looking up server IP's in a new thing either.
  9. Well lets be at least a little bit realistic. The entire reason for segregating geographical regions is exactly because of how the global internet works. For a game like this, you want to connect to a server with the lowest possible ping. You aren't going to get a low ping when your data is having to cross an international trunk line. It has nothing at all to do with "official servers provided by the vendor". They do that purposely so that you will choose a server in your region. By being on a server in your region, you will have a lower ping, and will be more likely to interact with players that speak your own language.
  10. Two things. 1. It's not fully implemented yet. The experimental release that this came in is your pre-notification of the change. I'm not sure why so many people don't understand this. I can only imagine that your reading skills are mostly to blame. 2. There are workarounds that have existed for several years already. Both are posted in this very thread.
  11. I was just thinking about the workaround. It would only work on the Steam client version. MS Store doesn't let you add startup arguments. So MS users would have to manually create a separate game shortcut to launch the game.
  12. Honestly for the miniscule amount of improvement spending a ton of money on that will get you, you're better off just overclocking a little bit. Dropping $600-700 in for a mere 25% gain just doesn't add up in the long run. Switching to "Team Red" wouldn't give you much benefit either. The only real plus to that upgrade is the hybrid architecture, which currently might cause more headaches than it saves.
  13. Mostly just for our groups servers lately. I haven't had the free time I used to. Mostly it was just little stuff like the original working ovens and sinks, lighted glass blocks, and stuff like that. I had considered an overhaul similar to Valmar's, or even picking up Valmars mod when he left. (I believe someone else did though.) I like making POI's too, and have contributed to the Compo-Pak. Lately though, I just don't have that kind of free time.
  14. I mean, currently I have a save for the base game, my own SP modded games, Darkness falls, Sorcery, DF+Sorcery, ect. Each one of these versions has the 13GB base game plus the mods. So by using the argument to re-direct the path to my other SSD, I get rid of 78+GB of duplicated files, and only need the one base client.
  15. I learned something new today too.... I was not aware that argument even existed. It makes my earlier suggestion almost completely obsolete as this removes several steps. One thing for sure though, this change is going to save me tons of hard drive space.
  16. I has been five days. A week is seven days.
  17. That's exactly what I was saying. It will happen in the future. It has not happened now with no warning. Which is exactly what pApA^LeGBa is trying to push in his narriative. He keeps saying "If people knew beforehand", and "modders could have been warned". That is literally what this update is doing. Letting people know before hand, and warning modders of the change. Additionally, it's allowing them to test the new method right here in this build before the change is actually fully implemented. So seriously, stop it. The more you make it look like this, the more you are just pushing false information to fire off an agenda that is skewed against reality.
  18. I don't know why you keep trying to water this dead horse. People know beforehand what will happen right now, because it hasn't actually fully happened yet. I am really not sure why you are being so dense about this, because I know damn well that you're smart enough. Again, it is only partially implemented. The old way still works just fine. Please stop acting like the change is already fully completed and set in stone. You're just making yourself look silly. But it's extremely limited on mod support, so it's not exactly comparing apples to apples. Ark has a very similar issue.
  19. That's exactly why I tested before I posted the workaround. The Mods folder worked in that separate location. I loaded Darkness Falls from it without an issue. And honestly, if you're that short on space for your C drive, you have some bigger issues to deal with before worrying about a game.
  20. Yeah but there is a big difference between being prepared for the worst, and presenting the worst case scenario as if it were already a fact.
  21. If you run DF plus Sorcery, that's a bit over 8.6GB. In order to make a smaller download for our players I removed all the maps and such. That got it down to just over 4GB for the two combined.
  22. That would be the official Discord. Your account should be about a week old before you join servers. Rules like this help to limit the number of bots that can get on the server to spam it.
  23. A solution has already been posted in this very thread.
  24. Please try to look at Pinned threads before making a post.
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