Dead Smarty
Active member
Priorities man... You realy need to set them straight!Sorry, I can't. I will be busy for the next few weeks hand crafting YOUTOOZ of grass.
I mean, the man is talking cats here!
Priorities man... You realy need to set them straight!Sorry, I can't. I will be busy for the next few weeks hand crafting YOUTOOZ of grass.
The problem is that it's a screen space. This does not provide high-quality indirect lighting. It also gives an unstable image. The screen space has too many problems, including fundamental ones, so I personally didn't like it too much. But I like the Torch mod itself, and I use it.
By the way, TFP, why don't you use what the Torch does? It really improves performance.
There is also a mod that Enables DLSS SR. I have updated the DLL to Transformer and it works very good. @faatal?
I know we shouldn't be talking about a mod here, however DLSS mod is great with the override and the devs should really reconsider leaving the files in game for dlss, untouched! Official support would be great for those of us that use RTX cards. Our group is using this mod now! All 6 have rtx cards from the 2060 to the 4080 super and it's just great. I love this mod!Yep! I'm also using the DLSS mod with DLSS 4 override! It is far superior to TAA and FSR in performance and sharpness. The blurriness is completely gone with DLSS Quality and image is sharp as a tack. I'm also running Lossless Scaling 3.0 frame gen and even in downtown areas I'm averaging over 110 fps now. I used to struggle to maintain 35 fps downtown! The DLSS and Torch mods + DLSS 4 + Lossless Scaling framegen have given me absolutely massive performance and quality gains.
As for SSGI, yeah, I know it has its limitations. But I'll still take screenspace GI over no GI at all, when it's an option.![]()
Anyway, thank you so much for the mods you make.TFP probably don't do what Torch does, at least with the shadowmap caching is that it is very difficult to do with the built in render pipeline and they probably have priorities elsewhere at the moment. It took me quite a lot of time to be able to implement it and I still have quite a bit of work to do on it still. If they were using HDRP, it would come ready to use out of the box, or if they were using the scriptable render pipeline it would be easier to implement the shadowmap caching.
Now the occlusion culling pass on light bounds, also probably not done since they have priorities elsewhere, and the occlusion culling system that is in place currently since they increased the aggressiveness of it has increased performance due to it also culling more lights.
I also would have included a hardware/ray traced GI with Torch if DX12 was working with 7D2D. As that gives me access to the ray tracing apis. I was looking forward to it when they announced that they were adding DX12 for 1.0, since it likely would have both helped a bit with performance with large amount of drawcalls and the access to the ray tracing apis. I know I had a prototyped RT GI system for 1.0, but stopped working on it once we were all informed that DX12 in the 1.0 patch notes was a mistake.
But it might be possible as they upgrade the unity engine to newer versions that they will enable DX12, since Unity has done more improvements related to DX12 and large amounts of drawcalls, which would be great for 7days.
TFP probably don't do what Torch does, at least with the shadowmap caching is that it is very difficult to do with the built in render pipeline and they probably have priorities elsewhere at the moment. It took me quite a lot of time to be able to implement it and I still have quite a bit of work to do on it still. If they were using HDRP, it would come ready to use out of the box, or if they were using the scriptable render pipeline it would be easier to implement the shadowmap caching....
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Yes. Forest trees are now in clusters based on the new unified noise function with a new growth ring around them, more bushes and added small tree/bush clusters. This technique will be done to other biomes.
Adding features and then fixing bugs is the correct way to go. Fixing bugs then adding features that might recreate the same bugs that were fixed is definitely NOT the way to go. You've been here long enough to know better.if it took them 2 years to get 2.0 out that would be just fine by me, Fixn bugs and optomizing is way important than anything else..
Some of these bugs people been waiting 5+ years to get fixed i think you can wait for anything new.
i do agree with you half way on this...Adding features and then fixing bugs is the correct way to go.
I would point out that 16k maps do work fine in the game on PC, at least for people with good computers. The game won't allow larger maps AFAIK, but you can create a 16k map and use it in the game now. RWG just doesn't make them. Teragon lets people make up to 16k and people do it often and use them. And hand crafted maps up to 16k are also in use in the game.2. I don't believe this is likely. It is a result of the nature of the fully 3D Voxel game. The amount of data I/O and RAM required to support larger maps stabily is prohivitive. With more optimization it may be possible, but I would honestly not count on getting past 14k supported on the PC and consoles will be limited further. 16k and above is not likely to ever happen.
I would point out that 16k maps do work fine in the game on PC, at least for people with good computers. The game won't allow larger maps AFAIK, but you can create a 16k map and use it in the game now. RWG just doesn't make them. Teragon lets people make up to 16k and people do it often and use them. And hand crafted maps up to 16k are also in use in the game.
However, larger maps do take a lot more system resources and the save files are going to be much larger. It is unlikely to allow a larger map on console for those reasons, though PC could be allowed to use them if they wanted to make it possible. They could still limit RWG sizes if they want to so that people aren't making 20k maps and complaining that their computers can't handle it, while still allowing anyone with a really good computer to use them. But I don't think they'll do that.
Okay. I was just basing it on people who have made larger maps and used them. I can't say if they have problems or not or what they are running the maps on or even how many players are using the maps. I only play 8k maps since those are plenty large enough for 2 players, so I can't comment directly on how well they work. Your testing is probably very accurate. But if people are using 16k maps right now and not giving up, there may be some reason why they work for them. Maybe they only have a small number of players or maybe it's related to the maps themselves (number of POI or town sizes or whatever). I'm not sure.I based my statement on dedicated testing that I performed last summer. I was able to get a 12k map to work mostly "ok", but with some occasional sync issues. Starting with 14k maps though the corruption was notable, and it started happening rather quickly. 15k and 16k maps noticed map or player corruption much quicker with sync issues starting after only 20 minutes of play.
Testing was done on an R9 5950x running at 4.6-4.8GHz. System had 128GB DDR4 RAM @3600MHz. OS was on SSD RAID, game client was on a separate SSD RAID, and save data was on NVMe RAID for optimal I/O capability. OS'es tested were Windows 10/11, Server 2016/2019/2022, Ubuntu 18.04/22.04, and Debian 11/12. I used the max supported player count of 8 players for the baseline tests, but also tested up to 20 players per load.
I based my statement on dedicated testing that I performed last summer. I was able to get a 12k map to work mostly "ok", but with some occasional sync issues. Starting with 14k maps though the corruption was notable, and it started happening rather quickly. 15k and 16k maps noticed map or player corruption much quicker with sync issues starting after only 20 minutes of play.
Testing was done on an R9 5950x running at 4.6-4.8GHz. System had 128GB DDR4 RAM @3600MHz. OS was on SSD RAID, game client was on a separate SSD RAID, and save data was on NVMe RAID for optimal I/O capability. OS'es tested were Windows 10/11, Server 2016/2019/2022, Ubuntu 18.04/22.04, and Debian 11/12. I used the max supported player count of 8 players for the baseline tests, but also tested up to 20 players per load.
If I was to throw out a complete guess here, maybe the memory overclock from stock 3200 up to 3600 isn't entirely stable?
Memory was 3600Mhz stock.
7. From what I understand, DLSS still needs some work from Unity for it to be viable. If Unity and the devs can get it to work the way they like it, then it will likely be added.
Is there a focus on optimization and fixing problems planned? Servers are crashing due to crooked drone failures, terrible dupe and introduce a function so that you can turn off the loss of tree seeds with a button. Bandits are now unlikely to surprise anyone, we need to work on stability, it is not pleasant to play 750 days and demolish the map because of a buggy drone that fell under the map.......Упор на оптимизацию и исправление проблем планируется ? Падают сервера из за кривых провалов дронов, страшный дюп и введи функцию что бы можно было кнопкой отключить выпадение семян деревьев. Бандиты сейчас мало кого удивят, надо поработать над стабильностью , не приятно отыграть 750 дней и снести карту из за забаганного дрона который провалился под карту.......