PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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1000+ zombie hordes = wild unrealistic expectations.
I would have to disagree, I could build a gaming rig that could handle a load like that no problem, of course it would be over $5,000 USD and most people can't afford a rig like that, so your point is mostly valid. :p

 
I would have to disagree, I could build a gaming rig that could handle a load like that no problem, of course it would be over $5,000 USD and most people can't afford a rig like that, so your point is mostly valid. :p
1000+ zombies alive at the same time in a fully voxel world? I'm still skeptical

 
Every indicator on the HUD should be gated behind some sort of enhanced perception perk. That way you start the game with a completely invisible HUD but purchase whatever you want to appear. Instead of a free toggle in the options menu make people PAY for their options.
#Muwahahahahahaha
Or start with them all and have perks to disable them and attain this ridiculous concept of "immersion"

 
When I want more ai, I generally disable iterations of any that are too far from any players to be witnessed. The trick is to know that your number of players is going to be low enough to iterate through them instead of the ai, and do some kind of radius check to re-enable any disabled ai within range of players. Then enabled ai can simply check their distance from each player to see if they need to disable. You also do not need to run this check all at once, nor each frame, so it can be pretty low overhead.

Edit:

This would allow for more persistent ai, but not more in one area, nor more enabled at one time.

 
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Every indicator on the HUD should be gated behind some sort of enhanced perception perk. That way you start the game with a completely invisible HUD but purchase whatever you want to appear. Instead of a free toggle in the options menu make people PAY for their options.
#Muwahahahahahaha
We could start with time. Find or have a watch.

 
I'm not even skeptical. I say no chance.
I'm with you here have seen some beast rigs struggle with with a couple POI's... namely the "Missile Silo" and the "Dishong Tower"... I cant even enter those with my current setup with out dropping to about 10 fps

 
Or start with them all and have perks to disable them and attain this ridiculous concept of "immersion"
You could take brain damage from head injuries which disables HUD elements.

 
Only if they're all moving at the same time.
Based on what we've seen so far I'd expect them all to be moving individually, especially considering there are so many ways in which they could be damaged individually (turrets, explosives, player attacks, vehicles, etc.).

 
Hmm. I wonder if anyone has tried marketing random gen maps, yet.
Well, you jest... but now that I’ve gotten into it myself, I will say that it does take hours of work getting the rwgmixer to make something worth sharing: a combination of math skills, design sensibilities, and geological research.

are you serious with this kind of answer? asking something about the update, then u reply: you can edit the files anyway, so dont worry.its like: there will be more npc's / enemys / weapons?

-you can do it yourself // dont worry, modders will do it.

please HAVE expectations towards the devs.
An in-game option to turn off the health bar would be the best option for players. However, your comparison really isn’t fair, since modding in more NPCs, enemies or weapons is much harder than modding out a UI element.

 
Based on what we've seen so far I'd expect them all to be moving individually, especially considering there are so many ways in which they could be damaged individually (turrets, explosives, player attacks, vehicles, etc.).
Yea, If they are all together, in one horde, yea, that's not as easy, lol, but never say never. Anything is possible. All it takes is willpower. Could increase the numbers by adding tricks if they don't already. For example, make zombies further away use chunkier physics, but use prediction to smooth it out on the client.

 
I would have to disagree, I could build a gaming rig that could handle a load like that no problem, of course it would be over $5,000 USD and most people can't afford a rig like that, so your point is mostly valid. :p
No. No you couldn't. Even a 16-core, overclocked machine with 128GB or more of RAM would straight up buckle under all the AI it has to handle AND all the physics at the same time.

 
No. No you couldn't. Even a 16-core, overclocked machine with 128GB or more of RAM would straight up buckle under all the AI it has to handle AND all the physics at the same time.
How do you know that?

 
Is it possible to (group) voxels together. Soil for example could be grouped in a 3x3x3 cube making it one big voxel. So if something damages it then it starts to buckle but only in the direction of the damage. So if one voxel gets hit then it caves and the other voxels shape around the first one. Much the same as digging a hole in real life.

 
Originally Posted by KhaineGBNo. No you couldn't. Even a 16-core, overclocked machine with 128GB or more of RAM would straight up buckle under all the AI it has to handle AND all the physics at the same time.
How do you know that?
Off the top of my head: Unity (or any game engine currently) isn't developed to use all that hardware optimally.

 
I would have to disagree, I could build a gaming rig that could handle a load like that no problem, of course it would be over $5,000 USD and most people can't afford a rig like that, so your point is mostly valid. :p
If the zombies are turned down to 2D stick figures with zero animation, sure maybe. Or maybe just a text in the corner that says "There's a horde of 1000 zombies in front of you. Press A to attack, Press S to run, Press D to accidentally drop you weapon"

Plus $5K won't get you much these days with BitCoin miners driving the cost of GPUs up and RAM seems to keep rising in price.

 
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