PC Alpha 19 Dev Diary

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This stutter is not happening to everyone. I have a mid-level PC with Ryzen CPU, rx580 with 8G VRAM and SSD. I play co-op with 3 others and neither of us noticed any stutters. So be sure to mention your stats, CPU, GPU, RAM, VRAM size and SSD/HD. My bet is on the hardware and probably age of the platform (because internal data paths throughput) and/or using a HD.
Guess I'll chime in on the stuttering/freezing issue:

i5 - 6400

16 gig ram

gtx 1060 - 6 gig

HD

Before the last patch I was running a buttery smooth 60-80 FPS on pretty high game settings (highest I've ever had them turned up)  Rarely did my frames ever drop below 50.  No noticeable change in 2+ hour play sessions.  I was however getting all those messed up blocks in POI's.

Since B169 I'm still running 60-80 FPS but with pretty constant drops to 5 or 10.  Seems worse the first 10 or 15 min of game but continues entire play through. I haven't found any in game graphics settings that seem to improve this.  I thought the messed up blocks was fixed but ran into it again last night.

On a side note, the wife plays on a a serious potato laptop and hasn't seen the messed up blocks or lag spikes lol.

 
The stutter is happening on beast rigs with i7 chips and 32 gigs ram and 8 gig Vram.  It's real enough, but likely will be improved in the next build.  I think providing a switch to enable or disable preloading would also help.  Preload for folks with 4+ gigs Vram, no preload for those running on potatos.  
i got a Poisonous potato 

 
"Normal entities load their prefabs and meshes on demand instead of during world load"

This is causing the horrendous in game pauses when moving around the world I believe (and I am running on an M.2 NVME, dread to think what it is like on a Platter Drive).

It gets better the longer you play (as more prefabs get into memory maybe?).
I wonder if you don't have an SSD or your hard drive is fragmented causing a slow load speed?

 
Faatal (or anyone else who might know),

Does 7 Days to Die supports a resolution of 5120 x 1440 (32:9)?

I'm looking at the soon to be released Samsung Odyssey G9 (240 Hz) monitor.

I already know the game accepts a resolution of 3440 x 1440 (tried it on an Acer Predator), but not sure about 5120 x 1440. I just don't want to stretch the image or have black bars on the left and right when playing my favorite game.

Anyone?

 
@madmole

It seems like this would be a great Video Options toggle..
It may "seem" so, but not be the case. It might just need to be optimized so it just works right and doesn't cause lag.

Faatal (or anyone else who might know),

Does 7 Days to Die supports a resolution of 5120 x 1440 (32:9)?

I'm looking at the soon to be released Samsung Odyssey G9 (240 Hz) monitor.

I already know the game accepts a resolution of 3440 x 1440 (tried it on an Acer Predator), but not sure about 5120 x 1440. I just don't want to stretch the image or have black bars on the left and right when playing my favorite game.

Anyone?
I know a couple devs have really wide monitors and it worked fine for them, but I don't know the exact res so no promises, but it sounds promising :)

Then you got extremely lucky, I hope you are not suggesting for a nerf. Although traders are unbalanced as hell, but schematics and books should not be gated by gs.

Did you start a new game?
Yes they should be. We aren't being heavy handed about it, but more of a weighted setup to where you are more likely to get things you can craft early game like a forge and not a gyro because it needs x,y and z.

 
Had an idea about balancing chest loot with the PoI they're in; would it be possible to tie the end chest to the PoI's Clear Quest conditions and have that influence the reward?

Like the number of areas cleared would apply a percentage to the loot amount, clearing say 75% of the PoI would be required to get full reward, which discourages skipping to the end. 

 
Wat, no pls no!! It's finally viable and makes an actually good end game melee weapon for Int build. It's not very good at all without perk investment, and even a single one isn't that great by itself. If I put 8 mods into 2 junk sledges, set them up so they can actually hit stuff, and have an entire magazine line + 10 points in int + 5 points in the turret perk, they SHOULD actually be as strong as they are now, as their current level is mostly just "These are useful in some niche situations and I find myself actually using them sometimes in a PoI" but they aren't that crazy outside of horde bases built solely around them.

For any kind of large horde, you still use Junk Turrets, and on horde night even if you build your entire base around junk sledges, they won't do anything you couldn't do 400 times better with pipe bombs, which are basically free to craft and have been blatantly OP since they were added. Every horde strategy I've seen including Madmole's is just "Stand on bars and throw molotovs and pipe bombs down at the horde"being the crux of your damage to the horde, regardless of build. There's no point in even investing in explosive perk, rock candy + their base damage out classes every other weapon type. 

Having new alternatives are a good thing imo
Explosives are definitely OP and have been since the skill rebuild.  I expect them to be nerfed eventually.  I'd rather they be close to as strong as they are now if you're perception build and weaker for everyone else.  Because right now they are just top tier for everyone and cheap to craft.

If I was to spitball changes for molotovs, pipe bombs, grenades, and etc within the current system: 

- Reduce the AOE of baseline explosives. 
- Add increased AOE to the perception skill. 
- Nerf their damage slightly.  
- Increase their crafting costs significantly.   
- Increase their cost at the trader moderately. 
- Give perception's explosive's skill a reduction to crafting costs matching the baseline crafting cost increase.


TBH though I feel like explosives have a bigger issue.  They feel tacked onto perception and perception has a few things that don't fit.  They take away from spear/sniper rifles defining the line IMO.  Perception, IMO, should be about spears/snipers/looting.  Animal tracker is good in perception, lock picking is good in perception.  But I feel like demolitions expert and infiltrator do not it in perception.  Infiltrator loose board delay should be part of agility stealth skill and the mine pickup should either be a book or go to a new skill that helps mines not suck.


IMO we should to create a new attribute that focuses on explosives and other stuff: I'll call it "Cunning" for the interim:

- Focuses on explosives and flame weapons.  Melee and Ranged focus on fire, demo skills is moved to cunning and includes the changes I mentioned above.
- Levels of Cunning increase damage to perk weapons, increases headshot damage, increases decap chances, and increases fire DOT damage/duration.  Successive ranks lower the chance of zombies setting allies (including you) on fire with melee attacks.  Complete immunity granted at rank 5.  Enemies set on fire do 5%/10%/15% less damage at ranks 5/7/10

- T1-T4 melee are similar to clubs with their own unique designs that are on fire.  Not a stealth weapon.  Similar to stun batons they differentiate themselves with how they play.  They require animal fat or oil to crafting depending on tier but repair normally with repair kits. 
- Regular attacks have a chance of fire, Melee power attacks cause a small burst of fire that does a small amount of AOE damage (no block damage from AOE) and has a chance to set nearby enemies on fire.  The AOE size, initial damage amount, and chance of setting nearby enemies on fire with AOE burst goes up with skill rank.  Friendlies are not set on fire/damaged unless hit directly.  There is a short cooldown between AOE bursts where the weapon's flame will be less intense for a time.
- Just like blades have bleed chance but accept the bleed chance mod, melee has fire chance but accepts the fire chance club mod.

- T1 ranged weapon is primitive thrown firebombs, T2 is a single shot grenade launcher firing incendiary shells with small AOE,  T3 is a multishot grenade launcher firing incendiary shells with small AOE, T4 is a flame thrower.  Friendlies can be damaged or set on fire. 
- Ranged weapon skill increases damage, AOE, range/projectile speed, and reload speed. 

- General balance of melee and ranged weapons is that they are weaker single target damage but generally good in AOE.
- General damage profile is weaker up front damage but superior damage over time, similar to the bleeding with knives.

- Focuses on 1 time use non-electircal traps including mines.  The existing spike traps and then ideas for other traps include deadfall traps, pitfall traps with spikes at the bottom, swinging log traps, etc.  These should all be able to be implemented using current code bases and mainly just needs custom graphical assets and numerical balancing. 
- Spikes break and need to be rebuilt, deadfall traps and swinging log traps activate once and then need to be reset/repaired, pitfall traps activate a set number of times and the graphics change to show a pit with a few bodies in it and must be repaired.  "Resetting" could just be a repair that uses less resources than normal. 
- Non-electrical traps including mines have a skill that make them much cheaper/faster to craft when fully invested...as well as increases their durability and damage of traps it applies to. 
- Mine damage to blocks is decreased with skill rank, you get the ability to pick up mines with middling rank, and mine damage resistance scales with skill rank.  People in your party (including you) cannot set off the mines you place. 

 
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damn thats sad, it looks really cool

tenor.gif
I got you covered.

 
@madmole I believe something that has been going on as of late is removing/buffing numbers of items in loot that players would otherwise scrap or toss away. (Raw brass, candy tins, hub caps, tree seeds, etc. etc.) I would like to add raw lead to that list. Typically one finds between 1-10 lead in loot per group, which is hardly worth keeping around. Might I suggest a small buff of groups of lead found in loot, raising it to around 30-60+? Your thoughts?

 
@faatal after further testing I was able to catch the console warning again and I noticed that  I reported it in a bit of a misleading way out of pure laziness. Seems Block related and results in intense fps drops for a little while.

an example :

WRN No chunk for position (numbers, numbers, numbers) , can not add childs to pos (numbers, numbers, numbers)! Block decoPoolTable

Also, as the chunk is not there, I got a warning that a rabbit fell through the world.

Many many blocks affected by the warning, that block is just an example. Happened to me with Couch01, cars, trash, pipesmall1x3, , cntcollapsedsolarbank ... etc etc

About the other bug (Entity spawn bug) I went a little deeper and investigated the repro cases of those fps drops:

Zd continuous biome spawning is not as bad as the following:

Seems like night spawns can meet with sleeper spawns when I'm close by and the stuff results in a heavy amount of entity spawning  hitting the fps like crazy from time to time.

Also, POIs with no visible entities from outside should not spawn anything inside until the POI area is reached. Some POI areas are too wide despite being closed spaces and trigger Zd spawning when player is on the road passing by and at 10+ blocks from the POI, dropping the performance like crazy. Hard to tune that though, as too narrow spawning could result in Sleepers being deaf to gunshots from the outside and impact gameplay negatively.

As Traders are now in POI heavy places, the performance next to them is slow and this stuff is important because several players make a base next to the trader for convenience.

If only there was a way to maintain gameplay while spawning unexpensive sleepers that didn't hit performance while behaving like they do currently...

Thanks for all the hard work!.

Can't upload screenshots here in the forums for some reason. It says upload error, contact a developer or something like that.

 
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Are ssd drives the new min spec?

Also... Turn terrain textures to low.  Profit.
Yeah, I just noticed recently that terrain quality medium/high kills my FPS by a huge margin (e.g. 60-80 fps to 15-35 fps in wasteland) .  When i compared the textures up close to the low setting it wasnt worth the performance cost.  Using terrain quality low for now.  I will submit a bug report later today in Hope's it can be further optimized at some point.

@faatal after further testing I was able to catch the console warning again and I noticed that  I reported it in a bit of a misleading way out of pure laziness. Seems Block related and results in intense fps drops for a little while.

an example :

WRN No chunk for position (numbers, numbers, numbers) , can not add childs to pos (numbers, numbers, numbers)! Block decoPoolTable

Also, as the chunk is not there, I got a warning that a rabbit fell through the world.

Many many blocks affected by the warning, that block is just an example. Happened to me with Couch01, cars, trash, pipesmall1x3, , cntcollapsedsolarbank ... etc etc

About the other bug (Entity spawn bug) I went a little deeper and investigated the repro cases of those fps drops:

Zd continuous biome spawning is not as bad as the following:

Seems like night spawns can meet with sleeper spawns when I'm close by and the stuff results in a heavy amount of entity spawning  hitting the fps like crazy from time to time.

Also, POIs with no visible entities from outside should not spawn anything inside until the POI area is reached. Some POI areas are too wide despite being closed spaces and trigger Zd spawning when player is on the road passing by and at 10+ blocks from the POI, dropping the performance like crazy. Hard to tune that though, as too narrow spawning could result in Sleepers being deaf to gunshots from the outside and impact gameplay negatively.

As Traders are now in POI heavy places, the performance next to them is slow and this stuff is important because several players make a base next to the trader for convenience.

If only there was a way to maintain gameplay while spawning unexpensive sleepers that didn't hit performance while behaving like they do currently...

Thanks for all the hard work!.

Can't upload screenshots here in the forums for some reason. It says upload error, contact a developer or something like that.
Best to post your output log in the a19 bug forums if you want them to take a serious look at it (when the forum upload thing is fixed).

 
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I can confirm that SSD do not help with the stutter.

Ryzen 2700x

Nvidia 1080ti

32 GB DDR4 RAM

Game on an SSD

Stutters like a mofo since the last update. It was so bad it was straight up freezing at times. I actually thought it was something my friend was doing, but he was freezing up too, while over 2KM away. Not sure if it was because I was the server host or what, but it was hitting both of us at the same time every time and was pretty much unplayable until it finished loading what ever it was trying to do

 
@madmole I believe something that has been going on as of late is removing/buffing numbers of items in loot that players would otherwise scrap or toss away. (Raw brass, candy tins, hub caps, tree seeds, etc. etc.) I would like to add raw lead to that list. Typically one finds between 1-10 lead in loot per group, which is hardly worth keeping around. Might I suggest a small buff of groups of lead found in loot, raising it to around 30-60+? Your thoughts?
Probably, its never in a quantity that I keep, so I toss it out.

 
Yeah, I just noticed recently that terrain quality medium/high kills my FPS by a huge margin (e.g. 60-80 fps to 15-35 fps in wasteland) .  When i compared the textures up close to the low setting it wasnt worth the performance cost.  Using terrain quality low for now.  I will submit a bug report later today in Hope's it can be further optimized at some point.
I had this issue as well until I put -USEALLAVAILABLECORES into the steam launch options (putting it into the 7dtd game launcher may also work). I was then able to turn it all the way to Ultra without taking any frame drops. However, to me when it’s on ultra, it looks to grainy. To put it in photography terms, it looks like the ISO is turned way up to 3200, so I set it medium to get rid of some of the graininess. 

 
I wonder if you don't have an SSD or your hard drive is fragmented causing a slow load speed?
EdTkSvQWkAE3Wso


Hopefully I can clarify your question with this picture ;)

And some numbers 

------------------------------------------------------------------------------
CrystalDiskMark 7.0.0 x64 (C) 2007-2019 hiyohiyo
                                  Crystal Dew World: https://crystalmark.info/
------------------------------------------------------------------------------
* MB/s = 1,000,000 bytes/s [SATA/600 = 600,000,000 bytes/s]
* KB = 1000 bytes, KiB = 1024 bytes

[Read]
Sequential 1MiB (Q=  8, T= 1):  2535.650 MB/s [   2418.2 IOPS] <  3306.06 us>
Sequential 1MiB (Q=  1, T= 1):  1727.673 MB/s [   1647.6 IOPS] <   606.48 us>
    Random 4KiB (Q= 32, T=16):  1511.273 MB/s [ 368963.1 IOPS] <  1386.06 us>
    Random 4KiB (Q=  1, T= 1):    56.793 MB/s [  13865.5 IOPS] <    71.95 us>

[Write]
Sequential 1MiB (Q=  8, T= 1):  1874.845 MB/s [   1788.0 IOPS] <  4466.98 us>
Sequential 1MiB (Q=  1, T= 1):  1870.009 MB/s [   1783.4 IOPS] <   559.93 us>
    Random 4KiB (Q= 32, T=16):  1366.560 MB/s [ 333632.8 IOPS] <  1533.00 us>
    Random 4KiB (Q=  1, T= 1):   193.822 MB/s [  47319.8 IOPS] <    20.97 us>

Profile: Default
   Test: 1 GiB (x5) [Interval: 5 sec] <DefaultAffinity=DISABLED>
   Date: 2020/07/19 18:42:46
     OS: Windows 10 Professional [10.0 Build 18363] (x64)

 
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B169 Is very stuttery, Locks me up for 2 to 5 seconds at a time when getting near a building... Tested this on a few Gend worlds & always the same, Fly around the map a while like 20 mins & its still the same when getting near a prefab.. Think back to spawning in x2 25 UMA zombie herds & thats what its like..

HDD are NVME Sabrant drives, My misses drives are Samsung Nvme & hers is the same...

 
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