Most nuclear warheads are designed to explode in the air which causes the shock waves to double up causing even more damage. The ground would be pretty flat.
No, Roland said they probably wouldn't release that weekend. He didn't say the would not. This is just like in the Dev Stream where they said they hoped mid-May but that it could be pushed back because of bugs. They didn't say it would be mid-May. They very clearly stated it could be later. Just like Roland clearly stated it probably wouldn't be Memorial weekend.@Roland said they won't be releasing that weekend due to it being Memorial day weekend. So its going to be June now.
Word play is never the best way to solve a problem, it's the worst. Supporting a person should make him aware of what he did wrong instead of forcing a reasonable explanation for the mistake.No, Roland said they probably wouldn't release that weekend. He didn't say the would not.
No gaming company is under any requirement to give any release dates.
I just found out that someone has an implementation of FSR 2.2 for the built-in pipeline.
https://github.com/ndepoel/FSR2Unity
This game has a heavy load on everything, so making it easier to draw frames in any way will benefit.Would FSR make much a difference in 7 Days? With it being more of a CPU heavy game, I feel like FSR won't help very much, but if it's easy to implement then I suppose it's an easy win?
Would FSR make much a difference in 7 Days? With it being more of a CPU heavy game, I feel like FSR won't help very much, but if it's easy to implement then I suppose it's an easy win?
I got it to do the same thing. It is totally normal. Shadows are not cheap to render. Looking into the building, you have all manner of objects near you, rendering with all their shadows. We do not have a static world where we can precompute visibility, so there is a lot of overdraw in that situation. Also, the occlusion manager does not disable shadows, as it does not know where they will be projected to and shadows are draw calls.Someone on Steam (FT) who can't access the official forums asked me to relay this post here.
I think this would be interesting to know to @faatal for some A21.x patch (if it's not been solved already).
Please, don't make me create a bug report, since it's not even my find. Tks :yo:
Yes. 2022 LTS should be out soon and I hope to have A22 using it.You realize that the engine is updated with every major release ? A21 is based on Unity 2021 LTS as far as I know. And A22 will probably then be based on Unity 2022 LTS.
Thanks faatal, I relayed this to the OP: I hope it didn't take too much of your time to check this.I got it to do the same thing. It is totally normal. Shadows are not cheap to render. Looking into the building, you have all manner of objects near you, rendering with all their shadows. We do not have a static world where we can precompute visibility, so there is a lot of overdraw in that situation. Also, the occlusion manager does not disable shadows, as it does not know where they will be projected to and shadows are draw calls.
A lot of game development does not work like that. Bugs are often their own unique tasks with many unknowns which makes time estimates vague. Many bugs are also not yet discovered, so how do you estimate time for something you don't know exists? Right now we know about x amount of bugs we want to fix, but each day testers may find zero or 5 more that are must fixes, which then takes of x amount of time each. One could be 10 minutes, another 3 days.There is no perfect world, no perfect life, and no perfect game. I don't understand why it's not possible to give a definite release time after publishing so much content? At least it should make me clear why? I think most people only ask for these things
Except when we say 80% of bugs fixed and then the next day say 76% of bugs fixed as new ones are found. They will LOVE IT!THIS!
This is exactly how "Damage Control" should be handled if a release day (or month) is missed. (An approximate percent complete would prevent the need for it)
Like the police quote: "Just the facts, Ma'am".
No need to troll or counter-troll people who are annoyed and disappointed and vent something less than helpful.
Eh, 10 minutes. I'm all for checking things.Thanks faatal, I relayed this to the OP: I hope it didn't take too much of your time to check this.
But again, much appreciated. :yo:
I've been working will a developer of another FSR solution, but we have bad motion blur with animated plants that needs to be worked out, so it is on hold for A21.I just found out that someone has an implementation of FSR 2.2 for the built-in pipeline.
https://github.com/ndepoel/FSR2Unity
Exactly. In no way, shape or form was the team committed to any date. We simply have guesses.I think you are confused. Rick actually said they were hoping for a mid May release barring any issues. You have clearly taken that as being 'committed' to mid May.
It depends. We are often main thread CPU bottlenecked.Would FSR make much a difference in 7 Days? With it being more of a CPU heavy game, I feel like FSR won't help very much, but if it's easy to implement then I suppose it's an easy win?
We have the list of must fixes every alpha. It has been trending down. Currently at 30 tickets across 15 different people, but that is not 2 per person as some people, like programmers, tend to get more of the bugs. I have 7, of which 3 appear to be the same issue, but that is a non trivial issue with stray floating terrain possibly caused by a terrain corruption bug fix I did last week.Do you devs still maintain an MF list of bugs? If so, how's the count going, if you can share, of course.
I'm kinda hoping for a release after Memorial Day weekend, since I'll be out of town and not able to really enjoy a streamer weekend nor a Monday release. All vegetables thrown at me will be donated to Rekt's farm.![]()