PC V2.6 EXP - updated b14

@meganoth
He gave you thumb up but also noticed something wrong is going on there. Other poeple noticed it for last few months at least. If that doesn't concern you at all i'm just highly disappointed.

And about the rules: "B7. Off Topic/Derailment". Does that ring a bell? The rules are already there.

True word from Jost above. But since the question is of general interest: A forum is only working well when it feels alive. We have always given large leeway to the discussion in the announcement thread because there is a long stretch between the typically big yearly updates where announcements are rare. So normally the topic of this thread is 7D2D in general.

In short: You are not derailing this thread unless you go too far astray or it is a time where the devs have lots to announce.
 
TFP- you have failed to give early access to console, you have failed to launch updates in a timely matter, you have succeeded in making a quest locked zombie horde crafting game that is reliant on quests to progress and reading magazines till my nuts fall off.
Lets start with updates to the game, you hold them in experimental on PC but you don't hold an experimental for console players to help with the testing which is costing you big time in player base department. So as a result your updates take YEARS to launch or never launch as is the case apparently with 2.6 that I guess is never coming till 2030. Cant wait to hear the story with 3.0 , TFP will probably launch that in 2050 or later.
 
TFP- you have failed to give early access to console, you have failed to launch updates in a timely matter, you have succeeded in making a quest locked zombie horde crafting game that is reliant on quests to progress and reading magazines till my nuts fall off.
Lets start with updates to the game, you hold them in experimental on PC but you don't hold an experimental for console players to help with the testing which is costing you big time in player base department. So as a result your updates take YEARS to launch or never launch as is the case apparently with 2.6 that I guess is never coming till 2030. Cant wait to hear the story with 3.0 , TFP will probably launch that in 2050 or later.
Microsoft and Sony are the ones who don't want experimental builds on consoles; maybe you could ask them... And good luck with that!
 
you don't hold an experimental for console players to help with the testing
for obvious reasons
which is costing you big time in player base department.
it's really not, even if it were, PS and Xbox don't publish player counts so you wouldn't actually know that
So as a result your updates take YEARS to launch
Sure if 1.5 years is YEARS which is the longest it ever actually takes
or never launch as is the case apparently with 2.6 that I guess is never coming till 2030.
It has been in experimental for a month dawg.

Also you are missing nothing it's a bug fix patch with some balance tweaks.
 
TFP- you have failed to give early access to console, you have failed to launch updates in a timely matter, you have succeeded in making a quest locked zombie horde crafting game that is reliant on quests to progress and reading magazines till my nuts fall off.
Lets start with updates to the game, you hold them in experimental on PC but you don't hold an experimental for console players to help with the testing which is costing you big time in player base department. So as a result your updates take YEARS to launch or never launch as is the case apparently with 2.6 that I guess is never coming till 2030. Cant wait to hear the story with 3.0 , TFP will probably launch that in 2050 or later.
As others have said, TFP doesn't get to choose if console gets experimental builds. I'm sure they'd appreciate console players helping to find bugs during experimental rather than not finding those until stable. But Sony and Microsoft don't allow it. Nothing TFP can do about that. Blame the right people. :)

Updates are fairly regular, so not sure what you're referring to. There have been 5 updates with 1 more almost done since 2.0 was released during the summer. That's better than a lot of other games.

The game doesn't require quests to progress. Yes, they are one way to progress, but you can ignore them if you don't want to do them. Many people play without quests. You don't even need a mod to skip quests... just don't do them.

Magazines are something people will either like or not like. In the end, many like them and many don't. It's unlikely they'll go away. If you have suggestions to improve them without removing them, you might have a chance of getting TFP to do something to make them better. But requests to remove them will likely be ignored (that's not guaranteed, though).

As explained, TFP can't let console test the game in experimental.

And once again, they've had 5 updates since the summer (so about 1 every other month, give or take) and have another almost finished. They are saying 3.0 and 4.0 will be done by the end of the year, though I personally don't put much hope in both being done by then. We'll just have to wait and see. In any case, be patient. You have chosen to play a game that is in active development rather than one that is complete. You'll have to accept how fast or slow development and updates are or just move on to a different game until this game is complete if the wait is too much for you.
 
"Reasons for severe hitches in cities were identified and fixed"

Define "severe hitches." Is this regarding the horrible FPS drops in larger buildings during quests with multiple people? Or something else?
 
"Reasons for severe hitches in cities were identified and fixed"

Define "severe hitches." Is this regarding the horrible FPS drops in larger buildings during quests with multiple people? Or something else?
In game development, hitches refer to brief, sudden stutters or freezes in gameplay — moments where the frame rate drops sharply for a fraction of a second before recovering. They're distinct from general low FPS; a hitch is more like a hiccup.


In 7 Days to Die specifically, hitches are commonly caused by things like:


  • Chunk loading — the game generating or loading new terrain sections as you move through the world
  • AI pathfinding calculations — especially during blood moons when many zombies are active
  • Asset streaming — textures or models being loaded into memory on the fly
  • Garbage collection — Unity (the engine 7D2D uses) periodically cleans up unused memory, which can cause a brief pause
  • Physics or collision recalculations — particularly when structures are damaged or destroyed

When devs say they "fixed hitches" in a patch, they typically mean they:


  1. Offloaded work to background threads so the main game loop isn't interrupted
  2. Pre-cached assets so they don't need to load mid-gameplay
  3. Optimized AI or pathfinding to spread the computation over multiple frames
  4. Reduced garbage collection pressure by reusing objects instead of constantly creating/destroying them

Basically, the game felt smooth on average but had these annoying micro-freezes — and the fix makes the frame pacing more consistent even if the overall FPS stays the same.
claude AI
 
In game development, hitches refer to brief, sudden stutters or freezes in gameplay — moments where the frame rate drops sharply for a fraction of a second before recovering. They're distinct from general low FPS; a hitch is more like a hiccup.


In 7 Days to Die specifically, hitches are commonly caused by things like:


  • Chunk loading — the game generating or loading new terrain sections as you move through the world
  • AI pathfinding calculations — especially during blood moons when many zombies are active
  • Asset streaming — textures or models being loaded into memory on the fly
  • Garbage collection — Unity (the engine 7D2D uses) periodically cleans up unused memory, which can cause a brief pause
  • Physics or collision recalculations — particularly when structures are damaged or destroyed

When devs say they "fixed hitches" in a patch, they typically mean they:


  1. Offloaded work to background threads so the main game loop isn't interrupted
  2. Pre-cached assets so they don't need to load mid-gameplay
  3. Optimized AI or pathfinding to spread the computation over multiple frames
  4. Reduced garbage collection pressure by reusing objects instead of constantly creating/destroying them

Basically, the game felt smooth on average but had these annoying micro-freezes — and the fix makes the frame pacing more consistent even if the overall FPS stays the same.
claude AI
Ah ok, thanks for explaining!
 
"Reasons for severe hitches in cities were identified and fixed"

Define "severe hitches." Is this regarding the horrible FPS drops in larger buildings during quests with multiple people? Or something else?
Ignoring the AI explanation that really doesn't say anything useful since it doesn't give any specific information about what was fixed and just gives a general explanation about what a "hitch" is, I'd also be interested in an actual answer about this question. Are we talking about things like small drops in FPS when turning the camera and seeing an area with too many tris? Or are we talking about chunk loading issues when driving fast through a town? Or something else? It would be great if it was the chunk loading problem since that's really frustrating, but I kind of doubt that's what was fixed.
 
"Reasons for severe hitches in cities were identified and fixed"

Define "severe hitches." Is this regarding the horrible FPS drops in larger buildings during quests with multiple people? Or something else?
It's still present on Xbox. Huge frame rate drops, actions slow down to a crawl, jerky movement.

Seems to happen when you enter downtown areas with a lot of Zeds around. Also seems to happen while you're riding your bike. It's not as bad once you get off the bike, but still present.
 
It's still present on Xbox. Huge frame rate drops, actions slow down to a crawl, jerky movement.

Seems to happen when you enter downtown areas with a lot of Zeds around. Also seems to happen while you're riding your bike. It's not as bad once you get off the bike, but still present.
I think 2.6 (when it becomes stable and released on consoles) is supposed to help with this, especially the bike thing.
 
It's still present on Xbox. Huge frame rate drops, actions slow down to a crawl, jerky movement.

Seems to happen when you enter downtown areas with a lot of Zeds around. Also seems to happen while you're riding your bike. It's not as bad once you get off the bike, but still present.
I've been running into it on PC since 2.5, during horde nights with multiple players, or T5/6 quests with multiple players, our FPS just tanks badly.
 
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