Sorry. Don't know. I have never looked at our rumble code.@faatal Are you going to improve the controller rumble feedback? It would be cool to have the rumble on every melee hit and also when you fire with the guns. Also on vehicles would be cool to have a really low rumble when you are driving. Is there a way to mod this in?
We could, but probably better to wait for world events to get developed and have options for that.Would it be possible to add an option to adjust roaming horde size/frequency, similar to horde night variations?
Cool. Thanks for the feedback!@faatal here's a quick take on a19.3 after a couple of hours of testing :
It could go either way. Probably depends if we find any major issues.And is now here...
Just so we know - are there going to be more A19 patches, or is this it until A20? Asking for a friend who is me.
EDIT: Not asking for a timeline or release dates or anything, just want to know what to expect. Personally, I just want to know if I can start a new game and reach level 100 before A20 exp drops.
I don't know yet. There is a good chance doors will retain zero SI.@faatal here's a question with a prologue:
In a19.3 doors do not structurally support other doors. That is ok to avoid exploits I guess. I noticed that said band aid resulted in less creativity overall, with less cool multi stacked doors on some designs, so now I'm "unsure" if the change is intended to stay or if it's just temporary while the new doors are implemented.
-Will the NEW doors be (physic-induced) blocks and also stackable on top of each other so entities can damage them and/or is the structural integrity between doors going to remain the same as this recent a19.3 change with/without the new door changes ?
Expected Result: That doors are cool and destroyable like in the Arlene test video, but also the entity logic is tweaked to think of doors as if they were just normal material blocks and therefore the structural integrity wouldn't need to be set to 0 for door on door, allowing the pre a19.3 freedom.
It's absolutely no great deal either way, but I think it's worth a thought.
Gentle Hugs.
This makes a lot of sense to me. Glad the change was madeI don't know yet. There is a good chance doors will retain zero SI.
This is not an exact science, since Unity does a lot of things in the background that we don't have control over.@faatal I've been further testing a19.3 and I have a few questions.
1-Does the loading-unloading of assets in the memory uses just VRAM and/or some CPU ?
2-Does the process involve more dedicated memory usage than expected surpassing the total budget and using general purpose RAM ? How much VRAM does the game use on a minimum specs setting ?
3-Is the RSS RAM feed in the dev console the actual total amount of memory used by the game due to garbage collection and other factors?
4-If so, can it be cleared/emptied/reset in game ?
5-Wouldn't it be cool to have a CPU and VRAM and RAM tool (like a very limited version of FRAPS) available through console commands ?
I believe the speed of the Graphics card processing is at play here, though it shouldn't really amount to less than the necessary memory needed to the loading and unloading of resources.
The thing is, I have microstutters when the yellow warnings pop up (symptom). They are of various levels of severity depending on just how much stuff is being processed and I wonder about just how much do they tax the system in that short amount of time. They look like RAM microstutters, so I was just surprised given that my map is 720p and according to the console consumes just about RSS 3800 Mb of memory (with the other two feeds below 1200MB) , so I guess I'm either mistaken and they do use some CPU or they are indeed too taxing for a minimum GPU to handle and systematically surpass the budget every time. ((EDIT: Interesting, RSS feed DOES go from 3800MB to 4300MB in just 1 hour of gameplay in 720p half size textures, a bit too much if you ask me; and it never empties to avoid that surpassing within that timeframe))
Maybe a more spreaded (lighter) loading and unloading would solve the issue, yet Is that even possible at this point ?
Wandering hordes still give bumbs (lesser bumbs), but I believe that it's the spawner itself that might be causing problems. Apparently it's just too heavy to activate a spawn with a bit of complex logic.
Unity 2020.1 and 2020.2 might hold some answers for stability in these cases, though I don't believe in night and day situations this far into the dev cycle.
A penny for your thoughts. Thanks in advance.
Thank you for the quick response. I kind of expected some of the memory usage answers, which are not really great news as they depend on Unity improvements.This is not an exact science, since Unity does a lot of things in the background that we don't have control over.
1 Depends on the asset, but everything uses some CPU and many assets use system RAM or VRAM or both. Unloading also tends to be delayed because many resources are not specifically tracked by the game and flushed by Unity by UnloadUnusedAssets, which is slow, so not called very often.
2 Only the gfx driver and Windows really know how much VRAM is in use and VRAM use is often padded to a higher amount that what it actually needs. Microsoft is working on tech to report more info back, but then Unity has to support it to, so maybe in a few years.
3 Not sure. There are various pools of memory in use, which grow and shrink.
4 Using the mem console command does call UnloadUnusedAssets, but it won't clear memory being used by resources, since many resources are loaded once and they would never come back. Also the Mono mem heap can never shrink, short of restarting the game.
5 We have the Unity Profiler. For you, FPS is a good indicator of CPU use. Use console command "gfx g fps 200" to graph it.
Our micro stutter is generally from CPU use spiking on a single frame. I've been working to find spikes and spread work across frames. Some of those changes have already been done for A20, but more can still be done.
We are moving to Unity LTS releases, so A20 should be on 2019.4. We won't try 2020 LTS until after A20.x in second half of next year.