Hell Let Loose

Hell Let Loose Dev Tracker




25 Sep


24 Sep

Comment

Originally posted by hjras

Those of you that worked on that map, did you visit the location? If so, how many times? It was amazing how familiar it felt after only having played it a handful of times

The art team did their research by the sound of it!

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YESYESYESYESNOOOOOOOO!

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Wowaaaaa! Greeetings 👋! Hope the tac-map can guide you through the IRL environment ;).


22 Sep

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Some side by side pics would help.


21 Sep

Comment

Originally posted by VittorioJedi

Are we the loved children Danny?

Most certainly yes! You are all loved no matter the platform.

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Originally posted by VittorioJedi

The patchnotes sound strange, there is PC stuff in there and more stuff not even PC players have yet

Surprise 🥳!


20 Sep

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Originally posted by ZepeabutFTW

And Scotland and Wales and ulster

True that!


19 Sep

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Impressive and amazing! Congrads! Now lets see what the new Update will bring 😬...

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The British are in England...


16 Sep

Comment

Originally posted by BloodyXombie

PiP scope? What is that?

Its a picture in picture, another rendered scene but zoomed in to get the zoom level in the scope image.


15 Sep

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It would mean rendering the scene twice with a RenderToTexture mapped on the mirrors, this would be extremely heavy on performance, same as a PiP scope.


10 Sep

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Originally posted by Adventurous-Safe6930

I mean the whole problem is everything stops rendering after a certain point and becomes mush almost.

Not all maps. Like the roadmap says, we are making custom manually made LODs for all assets, it just takes time. Stalingrad has alot of them, some parts of Carentan also has them and more maps will get them over the upcoming time.

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Originally posted by Adventurous-Safe6930

I mean HLL uses the auto gen Lod system for unreal, I doubt any hands have touched the lod meshes. The lod overall looks f**king horrible for this game/

Absolutely not true.


08 Sep


07 Sep

Comment

Originally posted by Ambitious-Air-9936

I guess what people who ask for DLSS or FSR are really saying is "can you help us to run the game faster?". And in case the CPU is the limiting factor for higher framerates, maybe you could parallelize the rendering further? When I use game bar to see the CPU/GPU load, I get 30 something % for the CPU (Ryzen 5900HS) and 90 something for the GPU (RTX 3080 laptop, 100W). So it seems like there's headroom for the CPU usage to grow into. Please correct me if I'm wrong.

No clue here atm, afaik the game is CPU bottlenecked for most of the maps, especially on dx11. Improvements are always being made tho.