PC V2.0 Storms Brewing Dev Diary

They used to use me in that way but I tried to divide by zero one too many times and was turned out to pasture....
Twas a nice try. It isn't fair that you have thousands of hours of experience dealing with questions. A glass of whisky and a couple of songs later and Rick would've spilled the beans, along with a release date set to yesterday.

 
Like TFP has made some really weird choices with how things get rendered that just cause performance issues, its so bad that some blocks literally have their own dedicated renderer just for that one block, and thats a big reason for the poor preformance. There is a command you can type in the console in game to stop showing those types of blocks and when I tried it, I got a instant 30+ average fps increase, sadly this also made those blocks disappear (was bushes and iron fences mostly around poi's). Just an example of where some optimization could be done, but it never gets done.
There is nothing weird about our rendering. Everything comes down to draw calls of which there are thousands. Many blocks use a merged mesh, meaning combined with others of the same category in their chunk to be draw in a single draw call. Combining does add overhead of making that mesh each time a block is added or removed.  Many other blocks are props, which have their own renders, models, LODs and mats, which makes a draw call and because of instancing many of those of the same type can also be rendered in a single draw call. Those do not have the overhead of combining and get to use LODs to be culled at a customized distance based on their size. Everything is tradeoffs.

Turning off any type of draw calls would of course make FPS higher, but the whole point of the video in video games is to render things otherwise you would be staring at a black screen.

Hope we get some new pictures for 2.0 like maybe a new biome zombie! Hope we get like a true fire zombie in the burnt forest and something cool for the snow 
Sorry, no "true" fire zombie in the burnt forest. We already have the burnt zombie, but I believe there is more fire on him or her (hard to tell) 🔥.

 
There is nothing weird about our rendering. Everything comes down to draw calls of which there are thousands. Many blocks use a merged mesh, meaning combined with others of the same category in their chunk to be draw in a single draw call. Combining does add overhead of making that mesh each time a block is added or removed.  Many other blocks are props, which have their own renders, models, LODs and mats, which makes a draw call and because of instancing many of those of the same type can also be rendered in a single draw call. Those do not have the overhead of combining and get to use LODs to be culled at a customized distance based on their size. Everything is tradeoffs.

Turning off any type of draw calls would of course make FPS higher, but the whole point of the video in video games is to render things otherwise you would be staring at a black screen.

Sorry, no "true" fire zombie in the burnt forest. We already have the burnt zombie, but I believe there is more fire on him or her (hard to tell) 🔥.
Damn. Was kinda hoping too have burning zombies running around setting me on fire like the old days where he touched you once you go woosh 

Ill be happy if we will see feral ones running around tho

image.jpeg

I do wish we had burnt and burning 

Adds some diversity in the burnt forest 

Thanks for letting us know faatal your the best

 
Last edited by a moderator:
My main two are the hud with water and food levels back on screen and OCB's Stop Fuel Waste.
As for the display of hunger and water, these indicators appeared in the interface of either A18 or A17. Stop Fuel is certainly an interesting thing, but in a solo game it doesn't take long to chop down trees, and when playing on a server you can only use server mods.

In general, I see that the developers add some interface things from mods to the game from time to time. Let's see, maybe they'll add something with fuel too.

Sorry if it looked like I was responding to your statement as a negative thing.
Don't worry about it. In any discussion there will always be opposing opinions.

 
Are we still on track with the 15th for V2.0EXP? Because i just saw that there will be a network stress  test for Bloodmoons on Saturday the 12th, which would be during the streamer weekend for V2.0. A bit odd of a timing imho. Unless people aren´t allowed to stream during the Bloodmoons stress test.

And again, why is there nothing to find about a release date in the effin offical forums. It´s a under a minute copy and paste ffs.

 
Last edited by a moderator:
Are we still on track with the 15th for V2.0EXP? Because i just saw that there will be a network stress  test for Bloodmoons on Saturday the 12th, which would be during the streamer weekend for V2.0. A bit odd of a timing imho. Unless people aren´t allowed to stream during the Bloodmoons stress test.

And again, why is there nothing to find about a release date in the effin offical forums. It´s a under a minute copy and paste ffs.


Last word from faatal was that they were shooting for the 21st, and would not release on the 15th because it is a Tuesday.

 
Biome Progression / Elemental Survival seem unclear. I would not mind more information on this. 

 
Last edited by a moderator:
And again, why is there nothing to find about a release date in the effin offical forums. It´s a under a minute copy and paste ffs.
I'll add.... You should be aware of why they don't give "release dates". It's an estimate, and that could be missed.  You've certainly been around long enough to know how TFP operates.

 
Back
Top