PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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Perk into miner 69'r.
Is it alright depending so much on that attribute for mastering all tools? Tools should be like weapon crafting. The Wrench is obvious where it belongs . Miner69r for pickaxes, maybe... also shovels (Might be Ok to have 6 tools with similar objective I guess...). Hammer and nailgun... well... Grease Monkey perk? . I don't know. It wouldn't hurt a second pass of MM's wisdom on that stuff. It's not that you are not right when you insist on the subject of KISS, but 12 tools behind a perk is a little too "must have" ain't it? I'm not that hands-on a18 yet so correct me if I'm wrong.

 
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I'm having 30fps on ultra settings, 16 ddr4 ram//6gb gtx1060//Samsung EVO 960// I5 9600k. I'm a little bit sad, do you think this will improve when Stable branch comes out?

 
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A friend told me as I asked the question I apologize for the stupid post....

A18 is just unbelievable way to go Fun Pimps! Living up to the name cause y’all are pimping out the Fun!

When’s A19 coming?!?!?! Jkjk I’m just blown away with this Alpha. Just 😮

 
It's been quite a while since I've been here! Happy A18 and happy belated or not yet b-day to Joel -- I remember it's your birthday one of these days lol. So, as with others, I've seen quite a bit of performance issues. I just saw from Faatal to put off gfx tt in the console, but I've really pinpointed it to nothing lags me at all (lighting or enemies) besides ground. If I look at any earth (even dug a small tunnel with same fps) my FPS tanks. I get a good 50-70 fps indoors, but soon as earth is in my vision it goes to 7-18 fps lol.

Also, I found "Detail rendering shaders not found for the active render pipeline, falling back to default shader." spamming in the console, could that be an issue? I reinstalled / cleaned the game completely and still got them spamming quite frequently. Also, just curious on the why, but how come the config got integrated in the registry?

Lag aside, what an update!

 
The low FPS problems many people are having are, from what I can tell, happening on GPUs with lower amounts of memory.
While A18 has been optimized in many respects, it also has more art and some art at higher resolutions than before, like the UI icons. That comes at a cost of higher VRAM use. Texture streaming helps greatly in reducing VRAM use, but it has its limits, since not all textures can be streamed. Once VRAM is low, FPS can drop greatly due to fighting over a limited resource.

Games also do not have access to all the GPU's VRAM, since your OS and other programs may be using some. On my computer about 1GB of my 8GB of VRAM is already in use. Shutting down programs may help.

Streamers generally play on higher end computers, so we have not seen them have much of a problem. Granted that was on a build from last week, but there have been no changes since then, that I am aware of, that should change VRAM use.

We do have testers with lower end computers with limited VRAM that have low FPS, especially outdoors. Solutions to their low FPS have not yet been found.

We know you want to play, but this is experimental, not stable. We said there would be small issues and possibly big issues and there are. Some of these issues may take days to research, find fixes and test.
Well I have 1650GTX card with 4 GB RAM, and 16GB ram on my i5 3rd gen 4 core processer. A17 give me around 70 FPS on setting little lower to default high. I got 7 FPS when I run A18 for first time, but then I realise in Console it says Shader Streaming fails and it switch to default shader. I have Texture Streaming on. So I just put my Texture to lower and now I get 50 FPS.. Wondering what is causing failure of streaming texture.

 
For those with bad FPS when they go outdoors and look at terrain, you can try this in the console:
gfx dt

That will toggle distant terrain off/on. Does your FPS jump back up with it off?
Doing so gave me 5 to 10 FPS or so.

Before:

5eMJ8hD.png


After:

rtkzchx.png


 
But can yoi explain the massive drop in performance between a17 and a18. For me the game plays fine, but for many people it is really bad at the moment.
I did explain it. But in simple terms, too many hi res textures that don't fit on low end graphics cards.

 
Spears need a map marker, I keep losing them, also keeps me from adding mods to them.
No way. A Javelin build is completely OP, but very fun. The slight problem of finding a spear (don't throw the modded one or don't miss) is the only balance to it right now.

With 4-5 Javelins on my belt, I throw all but one then finish whats left (if anything) with my good Javelin. Easy-Peasy.

 
The shape selector is great. A mighty fine addition.

Is there any chance of adding "Copy Shape" in the radial menu and have it work just like "Copy Rotation"?

Already saving tons of time and there is far less frustration... this would top off the feature superbly.

(When it is possible to do so with the material you are holding that is. Maybe that little erh erh sound when it isn't available)

 
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Well I have 1650GTX card with 4 GB RAM, and 16GB ram on my i5 3rd gen 4 core processer. A17 give me around 70 FPS on setting little lower to default high. I got 7 FPS when I run A18 for first time, but then I realise in Console it says Shader Streaming fails and it switch to default shader. I have Texture Streaming on. So I just put my Texture to lower and now I get 50 FPS.. Wondering what is causing failure of streaming texture.
There are some console shader warnings that we have determined are a bug in Unity. We will update Unity at some point, but we need solid testing on a newer version first, because there are often new Unity bugs in newer versions. Last time I tried an update, it crashed the editor every 5 minutes.

 
Is there any way possible to make a separate texture option just for the distant terrain so that you could for example put distant terrain texture quality on "Half" and leave others on "Full" and other combinations like that - i guess going further - could it be possible to say put weapon textures, biome textures, distant textures, and creature textures all in their own categories or are all the textures in one pool with no way to allow manual adjustments in that way.
It seems to me that the texture quality of distant terrain is almost overkill compared to the other "Half" textures. The distant terrain, as pretty as it is - looks better than everything else when you're just playing on medium. You'd think the distant terrain would take second seat to the forefront textures..
Yes. I just was testing distant terrain textures. I'm pretty sure we can down sample our distant terrain texture arrays, because there is no way you can see a 2k texture when the closest you can get to it on the screen is like 20% the height of the screen. That would mean at 4k monitor res, that texture is about 400 pixels tall. Talk about overkill. Plan on trying that tomorrow. Been a long day.

 
Tree falls are a little wonky.. sometimes they fall normal, other times they turn 90 degrees on an axis and then fall. Little trees, big trees, on a hill, on flat land -- cant seem to find a reason why

 
I was very excited for the spear but it feels ridiculous. It's just way way way too slow when thrown.
No way, no how.

Players are already raging over missing zombies and losing their spears in the grass despite the pulsing red shader glow.

Oops, pardon, I meant spears totally flying through zombies and disappearing in the terrain forever.

 
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