There were big changes to block entity LOD culling after that video was made, so the numbers they got are old.Victor.19 said:I think this video better illustrates the problem.
Not to mention he was running a 3080 on 1080p and wondering why there was little difference. The video is really flawed. well done, but flawed big time.There were big changes to block entity LOD culling after that video was made, so the numbers they got are old.
Parkour level 4 is OP, jumping 2M high is just sweet. /hug AGI(P.S. I can't live without the parkour perk anymore. I put two points each into sexy rexy and pummel pete, then my next points are all going into getting parkour to level 2. It just makes everything faster what with being able to jump up places or hop fences, and it is VERY handy in a pinch too, if you get cornered by something nasty. One of my top 2 or 3 favorite perks in the game.)
The default for dynamic mesh changed right before stable. Maybe it's at the new default (LCB) and your horde base doesn't have an LCB? Or maybe you disabled it at some point?Ok, this is annoying me.
I put a temporary wall around my horde base after horde night to do some repairs so the day's predictable and inevitable 'wandering' horde would not see me.
I did my repairs, then took the wall down.
Now every time I approach from a distance I see the wall appear then disappear around the horde base. This isn't the first time I've noticed that the distant view implementation seems more able to handle additive changes and less able to cope with subtractive changes.
Any way to force it to update that information to be more current and accurate? Going on 2 in game weeks now (took far less damage after the upgrade to steel).
(Sorry for the late reply - catching up on this thread.)palikkamaa said:I don't get how he got so bad performance on rtx 3080 1080p. I have 2070s /9600k /16gb ram and I'm matching/exceeding his performance at 1440p.
100% agree. I've never even given this perk a 2nd look until I started watching Guns, Nerds, & Steel...............(P.S. I can't live without the parkour perk anymore. I put two points each into sexy rexy and pummel pete, then my next points are all going into getting parkour to level 2. It just makes everything faster what with being able to jump up places or hop fences, and it is VERY handy in a pinch too, if you get cornered by something nasty. One of my top 2 or 3 favorite perks in the game.)
Checked my settings:The default for dynamic mesh changed right before stable. Maybe it's at the new default (LCB) and your horde base doesn't have an LCB? Or maybe you disabled it at some point?
But gods live off Steak and Potatos
I did a quick test and it is easy to reproduce in an unmodded game on Navezgane.Ok, this is annoying me.
I put a temporary wall around my horde base after horde night to do some repairs so the day's predictable and inevitable 'wandering' horde would not see me.
I did my repairs, then took the wall down.
Now every time I approach from a distance I see the wall appear then disappear around the horde base. This isn't the first time I've noticed that the distant view implementation seems more able to handle additive changes and less able to cope with subtractive changes.
Any way to force it to update that information to be more current and accurate? Going on 2 in game weeks now (took far less damage after the upgrade to steel).
Trees need optimization work, but the last programmer who tried did not find any good solutions. We have some new programmers coming on that may get tasked with it.Blake_ said:@faatal I've been testing performance like crazy these days and I found out that trees are still a big problem after all these years. They drop my frames a ~25% for every 100 animated trees on view, so there's that (from 81 to 50 fps avg in a normal place with my lowest settings)
-The GPU options in 7dtd are quite good and allow for downgrading all the way down to 4 gigs of total memory( 3.x gigs + garbage collection for a while) in 6k maps which is very nice. Trees are cheap in the distance, but their animations are expensive for the cpu when they are close.
-Is there a way to make an option to make the tree animations OFF-SIMPLE-FULL in order to significantly boost performance on every CPU-bottlenecked system? (Most of them) . And I'm not finished, lol:
-About the occluder: can you make it so the occluder reads the player's location and turns off when the player is outside POIs (and outside player bases if possible)? That way you will instafix the sneaky " vanishing trees bug " and even increase CPU performance outdoors for us.
More feedback:
The most damaging situation for my PC right now is a 64 entity horde hitting on walls. It drops to 14 fps and averages at 20fps. I can't think of a way to fix that though. I would love to hear your ideas on the subject.
Meshes perform good, the problem is that they don't. I'll be honest: they hit RAM and clog the system hard enough that players are experiencing what I was experiencing in a19 with a single channel 8gig ram and an hdd: instability, HUGE disk writting times and noticeable freezes with ssd too, most noticeable in larger worlds but also frequent in smaller ones. (plz check that if you own a potato) and other distance-related glitches (destroyed structures like a bunch of frames occasionally remaining visible when reentering the area) that also points to inadecuate memory clearing.
Edit I believe a good Hotfix would be: just reducing the default mesh options for below- medium presets would be ok, aside from mesh options' bugs of course.
Having an opposite thought on that memory clearing.... Precaching more data would be crazy..... wouldn't it be? Can it be done with other things aside from textures, like animations, spawns, block damage or pathing or am I saying nonsense here?
Thanks for reading. I hope this feedback helps if just a bit.
There is a bug ticket for it. I will get to it at some point, but am currently working on ground collision bugs (player/zeds falling into, vehicles falling into and getting moved. Turrets falling into may also be related).Been searching for some info the on the structural integrity not recalculating on it's onw bug to no avail. Have the pimps responded to this and is it being looked into?
That's not nearly as easy to rush as levels, especially if death would set lootstage back.Wouldn't this just rush players to kill as many zombies as possible as quickly as possible? Two sides, same coin.
Yes. Dynamic meshes. After further testing, I believe I might be wrong about disk writting. I found out that dynamic meshes generate lots of freezes and frame drops due to bloated garbage collection handling, bottlenecking CPU, so it actually decreases performance on most systems, it being more significant with few CPU cores and 3ghz or lower (bad news). Better systems just see occasional abnormal drops in fps and micro stutters, common in a20.Trees need optimization work, but the last programmer who tried did not find any good solutions. We have some new programmers coming on that may get tasked with it.
Occlusion needs a tree bug fix, not a hack. POI come in all shapes and sizes.
Zeds banging on nearby blocks could maybe use a delayed/combined mesh update.
Precaching works in some cases, but can be a lot of overhead itself. Animations are already loaded. Block damage is way too dynamic. Individual pathing is threaded and not expensive.
Meshes? You mean dynamic mesh (the far ones)?
Been searching for some info the on the structural integrity not recalculating on it's onw bug to no avail. Have the pimps responded to this and is it being looked into?
Many of us have AMD CPUs. AMD GPUs is another story. I have a 570 and a really old 5770. I'd have a recent AMD GPU if they weren't hard to find and stupidly expensive.Khalagar said:Do you test with AMD equipment as well? With a 5600x cpu and 6900xt GPU I still get pretty rough frame drops sometimes at 1440p, especially in cities. Turning off dynamic mesh etc hasn't helped it for me.
We don't really do anything to support Vulkan other than enable it. Unity does what it does. The only way we improve our Vulkan support, is update Unity, which we only do when we feel a Unity version is at a stable point for us to upgrade and then lock into some bug fix version of that before we release. I've been looking at our next Unity update, with their next LTS probably in 3-4 months, but I can try 2021.2 sooner as the next LTS is just a version of it with bugs fixed.DEATH MECHANIC said:i didn't think that vulkan was "fully supported" yet, so i just figured that was probably the reason it has issues. i have some log files if you want them to go along with your report
I use Linux as well.
Game options on Windows are stored in the registry.- Reinstalled the game. But I noticed that the game does still know all your game settings, like controls, video and how you want to run your 'server'. For some reason all of this is not removed when you uninstall the game.
- Started the pregen 10k map with a new save.
- Went into dev mode and went to the closest big city and found overlaps within seconds.
So my question was, is everybody having this problem? And if so, I guess this is known bug or am I for some reason the only one?
ps.
I also have sometimes trees disappearing. They are still there because I can't walk in those spots. But I had this problem also in A19.
AMD and nVidia each have to support Vulkan in their drivers, so one could be having problems while the other does not. It may also vary by GPU model.I know I'm about a week late to the party, but what glitches are you running into? i definitely feel like Vulkan is having issues for me at times. I've got the 6700 XT and even at high-ultra it can go through 1 second freezing intervals and I've got artifacts everywhere at times.