PC v1.x Developer Diary

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That is an interesting idea, like the character in NEEBS that
films multiple shots to make their series. Wouldn't that take
a large dedicated storage area depending on the resolution?
Also it would mean adding cameras to the game, with on off
switches and an additional output source. What would that do to
fps, because that is similar to being a peer host acting as a
server, and visually processing multiple versions of the first
person scene from various angles.

I wonder if it would be possible to add a camera to the drone,
or randomly switch between entities, or fixed pois and elevations.
Definitely some next level processing,  outside the box thinking,

but would it not also need a programmable controller, to give

variation? Would it be internally or third party externally controlled?

As a predator cam, it would be cool being able to switch between  PIP

view when a dog or wolf is stalking, transferring the color to black and

white.

I can't wait to here the answer to this and what the possibilities
are.

 
There's no rush, it was just a holy cow I never imagined that
moment.

The reset of the night visual is nice to say it simply. The
reconfiguration of the camera makes first person feel like the
model is included, showing light and shadow as you move is a
small thing but has impact. At night in a house, not being able
to see your hand in front of your face is great for me. Now I feel
the need for torches.

Night hunting for survival has returned to it's orientation, it
showcases the things that were added over time.

Cloud dissipation, moon shine, silohetted figures with only slight
contrasts to the background. Now I'm gonna turn the wind back up, switch
the particles around and see the fog enhancements for real,
that were added a while back.

In short for me it has begun to showcase the hard won enhancements that
have been added over the years.

And whatever was done has dropped down the memory usage by a gigabyte.

I'm enjoying the shade.

The static and ambient lighting give it depth for me now.

rekt lighting.png

 
What did you do with Trader Joe's voice???😐

I just found Trader Joe and was shocked to hear that he sounded different. 

The Fun Pimps changed his voice?! Savages.

Why do that? Do you have something against a Midwestern accent? 

Midwestern accents matter!!😆

 
What did you do with Trader Joe's voice???😐

I just found Trader Joe and was shocked to hear that he sounded different. 

The Fun Pimps changed his voice?! Savages.

Why do that? Do you have something against a Midwestern accent? 

Midwestern accents matter!!😆
Oh! You mean trader Joel. Now I get it. 😁

You know, like Joel Huenink (Madmole) of The Fun Pimps.

 
Guys, guys, slow down a bit. They just removed one camera and it's a huge deal, and now you want them to add multiple back for some theater mode or whatever?

Doesn't make much sense to me.  :confused2:
Theater mode is not an extra camera. It's a recording of telemetry data that the game can play back. The camera involved would be the same as it is in debug mode. 

 
I assume 2.0 is the "Storm's Brewing" update.

Is there any possible way you could convince the forum gods to create a new "Dev Diary" thread for that update? Cramming the 2.0 changes into the first page will just make things confusing.

But if you can't - is there any way you can be specific about what, precisely, will be the new features or fixes that come with that update?

Specifically, is this going to be an overhaul of the weather system, similar to what was done between A19 and A20? Or is it going to focus mostly on how weather affects the player, such as re-enabling heat (de)buffs and making weather-related armor mods have an effect again?

I ask because I am interested in seasonal weather. I made a mod that implemented it, but it relied on global temperature. Global temperature doesn't really matter in the current weather implementation. Will it matter in 2.0? If not, is there going to be some other kind of global weather?

Also, any kind of "spoilers" for 2.0 would be very welcome to hear. :)
Yes, but in its current form it is really biome progression via biome survival by several stages of overcoming a biome. It has a way to go before being done and is changing as we test and discuss it.

Weather itself has not changed, but it could.

 
1. How much time and effort approximately did it take to merge the cameras into 1.2? How many problems had to be solved? I'm just curious for more understanding of the development processes.
2. Why the storage modification probably won't even be in 2.0? Are there serious problems there, or is it just a low priority task?
3. Can you say something about optimisation in 2.0 and future versions? Will there still be big improvements like in 1.2 (camera merging)? Big optimisation improvements were in A19.5, A20, 1.0 (windows and stability in cities). Will we see additional major optimisations in the future? Maybe an improvement in multithreading someday?
1. Maybe 4 weeks. One of our console programmers did the work. Post processing had to be merged from both cameras and a few mods to it. Hands clipping through walls using matrix tricks and shadow fixes from issues with that. FSR was updated. I did fix a light random overbright issue with the player held torch as it had a light for each camera.

2. Low priority

3. I don't know that we have any big ones left. It is a lot of little tweaks to get 1% here or 3% there. Like I am finishing changes to create entity nav object UI elements on demand instead of when spawned, which uses a bit less CPU and makes less garbage generation. Hours of work and testing for small gains.

@faatal

Ok, so I understand that a theater mode (meaning, being able to record gameplay data and play it back and view it from any angle) would be way too much to implement.

But what about a limited theater mode? What about if it only recorded data from the immediate area and would only save (say) the last 30 seconds? Kinda like how Nvidia shadowplay can be configured to where you hit a key and it saves a designated amount of time of your gameplay video footage. 
We have a ton of stuff to do for like a year, so new features like that don't fit in unless we see some need in the overall plan.

 


So for the updates, it seems like 1.2 Stable will likely be out before the holidays and that will be it for this year. Correct?

Do you still think there will be a 1.3 before 2.0, or is the current goal to go straight to 2.0 once 1.2 stable drops?

(I have absolutely no preference, just curious about what we'll be looking forward to next)

 
So for the updates, it seems like 1.2 Stable will likely be out before the holidays and that will be it for this year. Correct?

Do you still think there will be a 1.3 before 2.0, or is the current goal to go straight to 2.0 once 1.2 stable drops?

(I have absolutely no preference, just curious about what we'll be looking forward to next)
1.2 exp is getting another build soon. Hopefully it goes stable in a week or two.

There should be a 1.3 next year as we still have a few other things to put out before 2.0.

 
It is both. It has more choices now for quality and some issues were fixed with it being blurrier than it should be.
There will always be some ghosting as some objects can't have motion vectors.
Ghosting is fine for a horror game. 😁

Thanks for the recent posts Faatal. Always nice to have you here.

 
Yes, but in its current form it is really biome progression via biome survival by several stages of overcoming a biome. It has a way to go before being done and is changing as we test and discuss it.

Weather itself has not changed, but it could.


"biome progression via biome survival by several stages of overcoming a biome" sounds to me like word salad with a "biome" dressing. :)  Can you dumb it down for folks like me who aren't in the dev meetings?

I'm especially curious about what "several stages of overcoming a biome" is supposed to mean. Like, even within a single biome, you have different "stages" where players get additional ways to survive the weather in that biome? What would a "stage" even be?

 
"biome progression via biome survival by several stages of overcoming a biome" sounds to me like word salad with a "biome" dressing. :)  Can you dumb it down for folks like me who aren't in the dev meetings?

I'm especially curious about what "several stages of overcoming a biome" is supposed to mean. Like, even within a single biome, you have different "stages" where players get additional ways to survive the weather in that biome? What would a "stage" even be?
I'm just guessing, but it sounds like it could be different tiers of protection.  Not necessarily exciting and not what I'd hope to see, but basically what I was expecting.  Without changes to weather (though he said that could happen), it sounds like it's just back to temperature (and the radiation they mentioned for wasteland).  Not horrible, but not great.  Would be nice to hear more details, though.  I can't imagine it's just a rehash of what was already there.  Otherwise, why change it?

 
I'm just guessing, but it sounds like it could be different tiers of protection.  Not necessarily exciting and not what I'd hope to see, but basically what I was expecting.  Without changes to weather (though he said that could happen), it sounds like it's just back to temperature (and the radiation they mentioned for wasteland).  Not horrible, but not great.  Would be nice to hear more details, though.  I can't imagine it's just a rehash of what was already there.  Otherwise, why change it?
Yes, it is tiers of protection based on consumables, possibly a mod and finally the full protection. It is more complex than the old stuff as it uses the challenge system with things you have to do or make both in and out of the biome. The goal is simulating learning how to survive without making it too easy or too grindy in the typical way video games simulate anything, which has little to do with realism. It is very much in flux, so that is as specific as I will get for now.

 
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