PC v1.x Developer Diary

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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?


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.

 
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.  🤷‍♂️
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! 

 
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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.
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....

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I'd like to thank you, as well. Your mods (plus DLSS 4 and LSFG 3.0) have increased my performance to the point where it genuinely feels like I got a hardware upgrade. I'm sitting on an RTX 2080 feeling like I have a RTX 4070 now. Many many thanks for your work!

 
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.
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.

What ever happened to you anyway? You used to post stuff that was useful in one way or another; but now, it's all negative. Going against the creators and people of the forum is a way to make sure you never get any of your messages taken seriously.

Sorry if things in your life made you the way you are now. I hope whatever it is gets better for you someday.

 
@faatal may I ask you  a few questions? I'm sorry if some have already been asked.

1. Are randomly generated caves a possibility now that wilderness generation is getting some love?

I remember hero Robert saying something about wanting to do it, but that was quite a long time ago and with all the stuff that you guys are doing now, I wonder if that thought was put to rest.

2. Are there plans for increased RWG size on PC?

I do think some future proofing would be needed, like 20480k or 30720k maps and some higher entity count options for both Zds and the 3.0 bandits. This is a game that will last years.

3. Regarding the armor sets and equipments, are "enchanted weapons" in the plans for this game?

I feel like on that regard, now that body protection is this nice on variety, in addition to the weapon mods, some random legendary effect with tiers can come a LONG way in adding endless variety to the gameplay. I mean, if you kill a bandit boss with a purple steel axe and a couple of mods, how cool would it be if it has some random "electric" effect, or additional damage to chickens? Nice.

4- This is a question that I might have asked a while ago, but I do not remember when exactly. Will bandits build limited things or spawn with structures in some specific areas? like sandbags, ditches, walls, rebar fences, a tiny wooden house with a couple of lights, a car, etc.

5- How do you feel when playing the current state of the game and what would you do to improve it? 

6- Are there any plans to improve pathing of huge entities, like the bear, on small spaces?

in addition to a pathing improvement, I do feel like getting it new animations to just plain "destroy" certain areas with its body would help,. And It could pave the way to bigger bosses. Sounds like a huge undertaking though.

7. DLSS, AI scaling, Ray tracing, Path Tracing, reduced bumps and other Graphic Card goodies, Are they in the future in some form? If so, which ones?

 
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@Blake_ I'm not faatal, but I can provide some info on a few of these.

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.

4. Some of the POI's are already set to be occupied by bandits, or to be bandit bases. From what I have seen, I don't feel like they will be building things in the world. Faatal can correct me if I am wrong on that though.

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. As for the other technologies, the game really isn't going to benefit much from them.  I could maybe see Ray Tracing added as a feature after the rest of the game is finished and it's gone through more than a few optimization passes. You have to remember that this is a fully 3D Voxel game, and not a 2D poly game like CyberPunk.

 
Adding features and then fixing bugs is the correct way to go.
i do agree with you half way on this...

there are alot of game killer bugs that can be fixed without compromising the integrity of future features.

for example the one they just fixed in last update, this bug fixed (vending machine duping along with other dupe exploits) duping effects pve and pvp players

image.png

This bug players have been waiting 5+ years for it to get fixed..

so yeah i definately think there is still more to be done fixn bug like that instead of adding new features, i can personally think of 10+ game breaking bugs that could be fixed without compromising the integrity of future updates. (thats just not my opinion but also from many players that have told me they rather see game breaking bugs fixed than new features.) 

 
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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.

 
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.


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.

 
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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.
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.


That's odd. Your system is much higher speced then my "server", and it had no problem hosting a 16K all-city map for A21. We had five players and got well over day 100 without any issues. In contrast, I'm serving on an i7-11700 non-K with 64GB 3200MHz running W11 and everything on a single PCIe gen 3 NVME drive. Nothing is overclocked. Internet is a 300/300Mbps fiber line, so nothing special.

If I was to throw out a complete guess here, maybe the memory overclock from stock 3200 up to 3600 isn't entirely stable?

 
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.


That can't be the case. As I did create a mod that adds the DLSS functionality into the game and it has better image quality than FSR. Now when making that mod I did notice a bug with the market place asset that TFP that would degrade the image quality. I have also pointed out where that bug is and have offered to help them fix it if they wanted to. I'll even say it again here, the issue is the jitter algorithm requires more steps before resetting the lower the resolution, the market place asset does not increase the amount of steps in the jitter algorithm the lower the resolution. It also adds some additional jitter that can mess with the image quality too.

TFP can also sign up to Nvidia's developer program to get the latest DLSS3 dll to ship with the game too that can also can increase the image quality even more. I think it more that they don't want to waste any more time to try and implement DLSS.

I will say that TFP also need to separate FSR3 SR out of the antialiasing settings, as surprisingly, not many people seem to realize that FSR3 is in 7days. Don't know how many people have thanked me for adding FSR3 with the DLSS mod, when all I did was move the FSR3 setting out the antialiasing settings.

 
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.......

 
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.......
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.......

 
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