PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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He was playing in debug mode. The HP bars are visible then.
Roland, He wasnt playing ,He was developing :) , watch out from people who will take this word on you , lol

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this pics are taken on ultra high quality, i have low and mid-low PCs am i going to see difference in the game with those two s***s?

 
It appears there is a quest to kill 125 Decayed Mothers nice, I hope there are lots of kill quests they will really help accelerate experience gain.

Video, Video, Video!

 
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These pics are taken on ultra high quality, I have low and mid-low PCs am i going to see difference in the game with those two s***s?
So the first time I fired up Alpha 16 on my super high end gaming rig the initial results shocked me.

I found that the frame rates on my 10 core i9 at default clock speed aren't any better than my i7 6 core using a GTX 1080 Ti, they were around 60 FPS.

I decided to OC my i9 so I slapped a 36% OC on it and my frame rates went from 60 to 90 instantly so I was definitely being bottlenecked by my CPU clock and not cores in both cases.

I can't really speculate what the performance will be like in Alpha 17 but obviously the faster your CPU is the better, clock is king.

 
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You'll likely find at the moment that most of your cores are sitting idle while a couple of them are doing all of the hard work. Expect that to change with the update, multi-threading was an area of great weakness in the unity engine which they're only just getting around to fixing... about five years later than they should have.

 
You'll likely find at the moment that most of your cores are sitting idle while a couple of them are doing all of the hard work. Expect that to change with the update, multi-threading was an area of great weakness in the unity engine which they're only just getting around to fixing... about five years later than they should have.
That would be nice I certainly didn't spend this much money for half of my CPU to sit idle, I would love to see 150+ FPS.

Crack the whip!

 
That would be nice I certainly didn't spend this much money for half of my CPU to sit idle, I would love to see 150+ FPS.
Crack the whip!
Cracking the whip won't do much good, this is a unity problem and as such not something TFP have much control over. I'd expect fataal to have made use of the multi-threading job system to speed up pathfinding but that's pure speculation on my part.

Addendum: You won't see any noticable difference above 100fps simply because you can't. The human eye has hardware limitations like everything else.

 
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Cracking the whip won't do much good, this is a unity problem and as such not something TFP have much control over. I'd expect fataal to have made use of the multi-threading job system to speed up pathfinding but that's pure speculation on my part.
Addendum: You won't see any noticable difference above 100fps simply because you can't. The human eye has hardware limitations like everything else.
Yeah I was talking about cracking the whip on my CPU like it is a team of horses.

yeah I hope he took full advantage of multi-threading for the AI because it needs all the help it can get.

Yeah I know my eyes can't really see much past 60 FPS, but I plan on buying a 120/144 Hz monitor at some point and I would like to be able to take advantage of it.

 
I asked this earlier, and the answer is no, they arent using the multi threaded features of unitys new job system, would take a lot of time to implement, and the feature is still in beta, so could introduce new bugs!

Also, if cide isnt written in a way that supports multithreading/parralel execution, it could break the game and make it unplayable.

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Yeah I was talking about cracking the whip on my CPU like it is a team of horses.
yeah I hope he took full advantage of multi-threading for the AI because it needs all the help it can get.

Yeah I know my eyes can't really see much past 60 FPS, but I plan on buying a 120/144 Hz monitor at some point and I would like to be able to take advantage of it.
See previous post, sorry my phone sucks

Edit:

On the other hand, running pathing in a new thread is as easy as this(depending on how dependent pathing is some things)

static void Main( )

{

Thread t = new Thread( NewThread );

t.Start();

}

static void NewThread()

{

//code goes here

}

 
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I asked this earlier, and the answer is no, they aren't using the multi threaded features of unitys new job system, would take a lot of time to implement, and the feature is still in beta, so could introduce new bugs!
Hopefully they fully implement multi-threading in Alpha 18.

 
Would be nice if zombie so ran on a background thread, would enable massive horde nights! Ive seen 5000 bots fighting it out in unity using only 2 threads.

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Hopefully they fully implement multi-threading in Alpha 18.
Man, phone really sucks...

 
Would be nice if zombie so ran on a background thread, would enable massive horde nights! Ive seen 5000 bots fighting it out in unity using only 2 threads.
Yeah if AI ran on it's own dedicated cores that would be sweet.

 
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The hilarious part is that 90% of the bug reports of unity 2018 are to do with the new rendering pipeline. I've been using the job system for months now and the only bug I've seen is a spurious, and harmless, warning during runtime.

That's how multi-threading works in c# but the unity system is completely different, the unity system is some boilerplate code over a c++ library that allows for manual memory management and uses the "boost" library in the compiler.

 
You don't want the AI to run on dedicated cores, you want the AI to split the load over as many cores as it can find :-)
Fair enough and I have 10 for it to saturate, I WISH it would use all of them.

 
♥♥♥♥ I'm going to take holidays from work just to play this one full immersion. I might opt changing house too. No wife no babies. Yeah. That'll do it. *fanatic laugh*
I would advise to remodel your home to post-apocalyptic style for maximum immersion. I.e. distribute dust and dirt all over the house, break windows, dampen the wallpaper, put fire to parts of the house.

I'm sure your wife would be ok with this.

 
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I can field that. Yes, any existing mod that makes nontrivial changes is unlikely to work as is. Updating a mod for a new Alpha is a major undertaking, but it shouldn't mean rewriting everything from scratch. Most important is a good merge tool - I use Apple's FileMerge. With a merge tool, you load in your mod's old script in one window, and the A17 (vanilla) script in a second window, and the merge tool highlights all the differences. The modder goes through each difference and splices in lines from both files (and writes new script as needed) to come up with a syntactically correct new file that modifies the game as desired while also incorporating A17's new stuff.
As to your new PC, I'm sure it will come in handy for more than just A17. :kiwi-fruit:
Is there any similar app for windows? i want to do this too!!1 i use notepad++

 
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