Warhammer: Darktide

Warhammer: Darktide Dev Tracker




27 Jul

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I know the combat team have seen the feedback but any changes won’t be in the next patch, but i’ll let you know when you can expect to see something once I am able to.

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The last comm-link stated we were reviewing these top issues.
In this comm-link we say the internal discussions have come to an end for now, and give a date on when you can expect to read exactly what changes coming, and when you can expect the patch.

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For sure, we are late on the uptake here!
Going forward I hope we are able to address community issues in a more timely manner, and with more clarity - more dev blogs might be the key to this.



Rejects, This is Catfish, Darktide Community Manager, here with another comm-link update.

The comms team is back from its break and so are comm-links! Due to the summer hiatus, this edition will be shorter than usual. We will also have a slower pace of Comm-links for the foreseeable future, to make way for more varied types of comms, such as dev blogs.

Here is what you can expect for the coming weeks on Darktide:
  • On August 3rd, we will publish a Dev Blog focusing on upcoming changes in Patch #12 (1.1.20), giving you an in-depth look at our plans for account based currencies, perk refinements, adjustments to crafting locks and options on the mission board.
  • In the first half of August we will be releasing Patch #12 alongside its patchnotes.
See you next week for the Dev Blog!
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
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Rejects,

This is Catfish, Darktide Community Manager, here with another comm-link update.

The comms team is back from its break and so are comm-links! Due to the summer hiatus, this edition will be shorter than usual. We will also have a slower pace of Comm-links for the foreseeable future, to make way for more varied types of comms, such as dev blogs.

Here is what you can expect for the coming weeks on Darktide:

  • On August 3rd, we will publish a Dev Blog focusing on upcoming changes in Patch #12 (1.1.20), giving you an in-depth look at our plans for account b...

Read more
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Originally posted by Freeman952

Well especially 60 fps on ps4 I don't think the console can handle this correctly. That's probably why my console makes the sound of a rocket taking off ''Houston, we have a problem''. Without forgetting the display problems that I have now, very ugly wave effect, bar that appears on the screen. It's really striking when I move the camera slowly, which I avoid doing as much as possible... So yes, having the choice would be good.

This is a bug. We accidently shipped with vsync disabled and a hotfix will be available soon. The game is still 30fps for ps4/ps4pro and 60fps on ps5

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We wonder if it might be something to do with the - in your username, as bizarre as it sounds, an oversight of ours perhaps. I’ve asked our QA department if they can replicate the issue.


26 Jul

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Originally posted by Matthew_SB

Cool, and again this is just reporting the delta from release notes in case it mattered. I'm not put out, anyway.

And congratulations!

Thanks! :)

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Originally posted by -Pungent

They already did.

The game used to be ~90GB back when only the first DLC existed.

Now, there are nearly twice as many maps but the game has managed to stay sub-100 (mine shows up as 97.23GB, not sure where you're getting 112 from).

It's still not great, but at least they haven't regressed anymore, compared to the first two years where the game ballooned by ~10GB every other major update.

The reason the size of the game is this large is because it was released in 2018 and at that time HDDs were the standard (and I would argue that might still be the case for a lot of people). The seek time of HDDs is a big problem (the time for the mechanical arm to move to a different location on the disks) since just doing this action can take several milliseconds. Usually all levels, weapons, vfx, sounds etc are sharing a lot of assets so just shipping it as is would make the seek tiime incredibly long since the mechanical arm would pretty much have to move for every asset it tries to read. To remedy this problem we do something called bundling where we duplicate data for a certain situation, let's say a level, and put all that data in a sequence so the HDD doesn't have to seek at all, It just have to read the data sequentially. The bundling procedure makes the game a lot larger but also speed up load times a LOT

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This is a bug and a hotfix is already in cert. Sorry about this. Too many things to test and too few people to test them.

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This isn’t a verified or agreed upon console release date. Likely some kind of placeholder.

It’s also not permitted to release only for Series X consoles. Any game coming to the current gen Microsoft consoles must be released on both X and S variants. There’s no exception to this rule.

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Originally posted by Matthew_SB

Excellent news!

As a minor point, I don’t see the “Weapon Trail VFX” setting on either console. It’s certainly not in the same spot as in the PC settings, nor anywhere else I looked. Not the main point of this release of course, just a delta from the patch notes.

That might be a missing feature for consoles. I usually implement these settings so it might have fallen between the chairs (I'm on parental leave). I'll take a look at it tomorrow and assign someone to fix it if it's reasonable to do on console

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Apologies for the delay, I’ve shared this with our Launcher Developers for their input and will report back to you.

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Any console logs you could share with me, please? :slight_smile:

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Thank you for the log, I’ve raised this to our database for our Backend Engineers to review. I’m not sure when this will happen unfortunately, so I’m happy to help with a refund should you rather take that option.

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That’s interesting! Usually, the Portrait Rendering produces GPU-related crashes, but I understand a lot of your issues have been producing more network-related symptoms. I recommend continuing to play with it disabled, and I will let our developers know about your experience, as it might point us in the right direction.

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I apologise nothing came of this, Dagless. I understand you’ve been waiting a long time, and I can either continue to chase this or help you with a refund?

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Please use the ‘Verify Integrity of Game Files’ option, which is accessible via the Steam client using the instructions below:

  1. Right-click Darktide in your Steam library sidebar
  2. Select ‘Properties’
  3. Select the ‘Local Files’ tab
  4. Select the ‘Verify Integrity of Game Files’ button
  5. When complete, close and reopen Steam
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Could you try disabling ‘Portrait Rendering’, and see if there’s any improvement? This can be accessed via ‘Options’ → ‘Interface’.