Yeah, specially some multithreading, this game is single thread, so each piece of the sub, player, and enemy is all beign handled by one core, spreading it out would be great
Hi! We don't usually talk much on Reddit to keep ourselves from being spread too thin across the internet, but since performance issues are a bit of a hot potato lately, I wanted to write back about this.
For one thing, we already employ multithreading in some parts of the game and have done so for a couple of years. Adding more might be helpful in some ways, but it's not a magic bullet that would improve performance across the board (in any game). Barotrauma has so many moving parts that affect performance, one-shot solutions sadly don't exist, and the task is more complex: we need to find the performance-hurting parts of the game and optimise them each individually. This is work that we do continuously, and it seems that with the Rising Tide update, there were some setbacks in the department.
We're sadly not confident that we've uncovered all the causes of those setbacks yet. That is why we are not promising a thorough fix to the recent performance issues...
Read moreHello everyone!
In addition to the modding refactor we introduced before, we’ve been working on colonies, the top-tier outposts, lately, to make them feel more alive and meaningful.
Colonies are a part of the location evolution system that does its own little part in creating a sense of progression in the campaign game mode. With a little help from you, outposts can evolve into specialized outposts, and those in turn may become colonies, real Europan sub-aquatic cities.
The problem with that has been that colonies didn’t actually look very different from regular outposts, and they didn’t entirely surpass the usefulness of specialized outposts at all times. (In some cases, you might even have been headed for a research outpost to access some service it provides… only to have it evolve into a colony that didn’t stock that service while you were still en route. Sorry about that...
Read moreHello everyone!
Barotrauma development is rolling along, and it’s time to lift the veil on something that we have been working on for an extended time, behind the scenes and under the hood: a complete overhaul of the codebase for modding.
That may sound alarming – what about all that player-made content already on the Steam Workshop? The modding refactor should not affect most existing mods adversely. More importantly, it will make it a lot neater and more intuitive for you to use mods and for us to update the game without breaking them too often.
As we are soon three years into Early Access, it may seem that this is coming very late. Shouldn’t we have taken care of it in 2019? Well, in 2019, we rewrote just about the entire networking code and made other big changes that, in hindsight, we would ideally have done even before releasing on Steam. It was then that we also got our first real, post-release player feedback...
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