Dev Build - Performance 1 (No AI)
Added 2024-08-18 19:52:34 +0000 UTCDownload link
https://drive.google.com/file/d/1lVnLdnIVESr6QEiFhPLfDHMlluG7Z0JD/view?usp=sharing
How to play?
Download the entire .zip folder, not individual files.
Once downloaded, extract zip file.
Run development build through .exe file.
IMPORTANT!
1. Development builds usually contain new features that might not be compatible with existing save files. Starting a new game will make sure that everything works correctly.
2. Development builds uses same save file hierarchy as Public Demos, these builds will override existing save files.
3. Development builds are not optimized as Public Demos, rendering performance may be worse and there might be minor stutters.
General info
1. Development builds are not designed for public, do not share files or download links.
2. You can record and publish content (images/videos) from these development builds.
3. Feel free to leave comments and feedback in this post.
What's new?
Expanded map example (Village)
New post-processing & lighting
New nature assets and grass system
New buildings and structural elements
Water reflections and indoor occlusion
Ability to go under terrain (Cellar example)
Ice shader (Winter)
AKM
Nice to know
This dev build is only for testing the rendering and performance when it comes to map expansions and visual changes.
This dev build is limited to the Village map since this map is going to provide the "worst-case scenario" in terms of rendering and amount of nature assets.
There's going to be two performance related dev builds. This first one is without the AI and second is with the AI. This way I can analyze the rendering performance better when the AI pathfinding is not present in this first build. The second build with the AI is coming next week.
There's still few empty spots (buildings) and unfinished terrain elements in the Village map.
There's a placeholder "Tester" starting kit to test the AKM.
There's still multiple ways to improve the current performance in terms of map sizes, this build will showcase how much I should prioritize optimization compared to other current tasks.
The current playable terrain area in this dev build is around 500x500m and the nature asset density is turned really highly on purpose ("worst-case scenario"). This might not be the case in Public Demos if the map size and nature density turns out to be unnecessary high.
Feedback topics
General performance with the expanded map?
General opinions in terms of updated visuals?
Any rendering related bugs or issues?
- Antti (Developer)
Comments
Hi Luke, I have a separate build with updated engine version, I could drop to the download folder also and see if that would help with the issue. I will post something here next week to highlight that there's an alternative engine version also available to test if you are having hardware issues
Road to Vostok
2024-08-25 10:15:21 +0000 UTCAnyone else having issues with Radeon software crashing and causing the game to freeze? Intel 124000, XFX 5700xt(OC'd) 16 gigs Ram, running off an M.2 SSD. This is the only game I have that does it.
LukeM
2024-08-25 05:28:45 +0000 UTCFINALLY got to test the build! My pc build is: i5 10400f, RTX 3050 with 16 gigs DDR4 Ram (possibly DDR5 but i doubt it, it has been a while since I purchased the computer), and I run the game at 1080p My overall performance felt the exact same as it was with the last village layout/size. I got a guaranteed 65 fps minimum and a maximum of 120 fps. I had MAYBE two stutters in an hour and a half of testing. Rendering is just as it was with the old build. The only spots I noticed had a ledge to jump over to walk around was: #1 the dock ledge walking from the dirt up to the dock. #2 The small cellar immediately outside the attic to the left at the end of the path. Going down it has no issues, it's only going up that you get stuck. #3 is the pipe line, when you jump on top of it and run across you have to jump over each section. Other than those few things I noticed, the entire build ran very smooth and felt very polished. As always, you did a phenomenal job with the expansion and making sure there were very very few "issues" with the build. It only shows how you're taking your time and listening to what the community says and suggests. Side suggestion: If possible, add some momentum to the character while running on ice where they slide one or two feet after stopping or changing directions mid sprint across the ice. (This was edited because I accidentally pressed "enter" without holding shift lol)
securityCase
2024-08-20 16:08:13 +0000 UTCYea that's probably that new indoor occlusion which reduces the ambient light amount for indoor areas. I will probably tweak that a bit for this next dev build with the AI.
Road to Vostok
2024-08-19 16:30:32 +0000 UTCWorks fine but the game is bit too dark now. I usually want to have the dark setting on or the rain because of the mood and now I cannot really see anything inside the buildings.
BlackVomit
2024-08-19 16:28:23 +0000 UTCHey Antti, Few things I noticed. Game is looking wonderful btw <3 FPS was 99-140 4K (RTX 4070ti - 64gb DDR4 - 8c16t cpu). I saw someone else mention the swimming on land thing, but additionally to that when inspecting the weapon and going into the water the menu stays up. Here is a short clip of me messing about. (I managed to put 2 sights on my gun, duplicate scopes and delete attachments completely) https://youtu.be/LLHL_l1Ozu8 Whilst uploading the recording I managed to repeat effectively and duplicate scopes by removing them in the water.
Orion (Pandazmon)
2024-08-19 12:31:23 +0000 UTCNice work man, FPS was stable. I'm using a 60hz monitor at the moment while I wait for new one to arrive, but the fps display was hovering over 100 the whole time. The size of the map is much better than before, but the invisible barriers at edges of map are quite immersion breaking, would be good if there was something visually there like a fance or bushes or something so it appears we shouldn't be able to go there. Also, the road leading out of town, the lack of a background or something there makes it look abit unrealistic, like it leads to nothingness almost (only a small nitpick really, but thought it worth mentioning).
Sam Hardwater
2024-08-19 11:31:02 +0000 UTCFPS liikkui 70-40 välillä riippuen sijainnista, sää ja aika asetuksista. Kellarin oviaukossa on joko bugi, collision liittyvä juttu tai muuten pelihahmo jää jumiin rakenteisiin, kun yrittää poistua kellarista. Tämä voidaan kiertää hyppäämällä tai juoksemalla oviaukosta läpi.
Jami Sundvall
2024-08-19 08:54:46 +0000 UTCSince this is my first time playing a dev build, I do have 1 one thing to say. Some forest items seem to repetitive and to dense around the outside forests, one such example is tree trunks. They seem to be really common and are a eyesore when walking around the village.
Slewis
2024-08-19 05:58:32 +0000 UTCRyzen 5 5600 RTX 2060 Super 16 GB Ram DDR4 3200 Mhz 1920x1080 Resolution Framerate range was anywhere from 90 to 144 (capped to refresh rate). Overall, performance is great. It is understandably less performant than previous builds, but not to a problematic degree. Moving about throughout the map, framerates stayed higher. When I'd look at the entire map from the edge, that's when it would dip to the 90 range. Just as a side note, toggling rendering to performance mode increased the range to 120-144 and toggling both rendering and shadows to performance mode essentially made my framerate a completely constant 144 with no dips. There was one moment where the game hitched briefly as I was crossing through the map, seemed like it may have been loading something. The updated visuals look really good, I think this build in particular is reminding me of certain fidelity aspects we saw in the Unity version. Excellent optimization work so far. Runs like a charm, and the scale of the map feels good for the project at this stage. I'm sure it will feel even better once we have more maps connected. :)
Fonzi
2024-08-19 03:04:57 +0000 UTCLess fps than in previous dev builds, but still good enough. Running around 100-150, inside 160-200 Ryzen 7 5800X, underclocked 3.4GHz RTX 3070 32GB DDR4 1440p Added few pictures about odd lighting and misc. https://imgur.com/a/RH63Sfa
Fibotus
2024-08-18 21:13:42 +0000 UTCVery nice! FPS seems a bit lower than before, but feels very playable, even with my old GTX 1080.
Henry Carlson
2024-08-18 21:05:31 +0000 UTCOkay, the visuals are looking much better. Attic = 420 fps Village = 220 fps Forrest = 209 fps Sprinting around 185-220fps WQHD 7900XT Ryzen 7 7700X 32GB RAM DDR5 Another Thing i have noticed ist that the Sprint ist super fast. It felt Like beeing the flash. I started the Game on my Studio Computer and gave my monitors a good loudness according to the Ambient and footsteps. When i took a shot, i almost flewn off my Chair. The Mix could be a bit more balanced 😅 But Overall the build is pretty nice 👍🏻
Patrick W.
2024-08-18 20:55:46 +0000 UTCI have went over that map and went through every building/poi and everything looks really good :) I only found 2 issues. 1. The dead bandit on the table in the room next to the sauna has a little bit of an invisible wall around him. You have to jump over him instead of walking between him and the chair. 2. When in swim mode, I can leave the water and come on land but I am still "swimming". I am on land but I am in the swimming animation and having splash sound effects. My only "complaint" is the lighting in some areas. It can be really hard to see in certain areas even in full daylight but it is nothing game breaking. I did not experience any major stutters and my fps stayed pretty consistent. Very excited to try the map out with AI :)
Infinity
2024-08-18 20:34:00 +0000 UTCHi, After some testing here is my results : In the forest = Between 120 and 160 FPS Inside building = 180 FPS Main street of the village = 120 to 140 FPS If i stand on the bridge (left after exiting the attic) and i look at the sea = 250 FPS If i turn 180° = 112 FPS It had nothing to do with the performance but i notice near school a pile of rock and dirt, the rock are drawn into the dirt, they are flat and it doesn't look pretty (right side of the road in you face school). GPU = RTX 3700 CPU = AMD RYZEN 5 - 5600X RAM = 32G - DDR4 I play on 2560 x 1440
Shamnolya
2024-08-18 20:25:47 +0000 UTCAntti, just a few minutes in to this new build and I can see the visual improvements. Really beautiful and perf seems to be as good as before.
Ronnie Ashlock
2024-08-18 20:24:38 +0000 UTC<3
Sebu
2024-08-18 19:55:54 +0000 UTC