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Chaton Noir

Chaton Noir

14 hours ago, faatal said:

We do optimizations regularly, but that does not mean any of those optimizations will improve whatever feature or situation you are thinking about.

 

For example, I have some optimizations in the works for larger explosions that effect many blocks to stop them briefly using hundreds of megabytes, which can actually crash the game on consoles. This also improves FPS for the fraction of a second the explosion is initially happening, but otherwise that is not helping FPS.

 

Another example, RWG has a new building density limit calculation to keep complex buildings away from each other. This should help FPS in some cases, but depends on many factors.

 

Optimizations will continue, as that is one of my favorite things to do, but many of them will be small gains, in specific situations.

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)

Chaton Noir

Chaton Noir

14 hours ago, faatal said:

We do optimizations regularly, but that does not mean any of those optimizations will improve whatever feature or situation you are thinking about.

 

For example, I have some optimizations in the works for larger explosions that effect many blocks to stop them briefly using hundreds of megabytes, which can actually crash the game on consoles. This also improves FPS for the fraction of a second the explosion is initially happening, but otherwise that is not helping FPS.

 

Another example, RWG has a new building density limit calculation to keep complex buildings away from each other. This should help FPS in some cases, but depends on many factors.

 

Optimizations will continue, as that is one of my favorite things to do, but many of them will be small gains, in specific situations.

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 productivity 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 she 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)

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