about 5 years ago - Hunt: Showdown - Direct link

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471s yes it's great
473s [Music]
475s hello everyone
477s wow I hope you guys can clearly hear us
480s oh yeah it's fine so no you don't have
488s to yell we have a mic capture everything
491s so today we're gonna talk about update
494s 4.2 that literatures on life some of you
498s already played it on a desk server and
499s first we're gonna have our two guests
502s I mean introduce yourself I am Chris you
506s may remember me from previous dreams I'm
508s the design director at some of you might
510s know me as Barney in the channels I
512s think we've revealed that before right
514s that's good yeah for a while hey my name
519s is Paolo and then principle game
520s programmer it's a hunt I don't have any
524s or I'm in this course but I'm too shy to
526s actually get Flair so so we're gonna
533s first have them talk a little bit about
535s what they've done for the badge and what
537s they're still doing at cetera and then
540s we're gonna go over some survey results
541s so some of you if they did thank you
544s because that's very helpful for us fill
546s them to survey that we're adding during
547s the DES server there will be another
549s survey later and then we're gonna go
553s through some questions so yeah so 4.2 so
559s basically we should be going live today
561s if it's not already live I think yeah ok
567s that's good so what you guys are gonna
569s be getting in the patch I don't know how
571s many of you have been using the test
573s server I guess we got quite a lot of
575s responses this time on the surveys which
577s means a lot of people were on the test
578s server which is really encouraging
579s because that helps us helps us hippo so
583s 4.2 is going to contain mostly
585s two areas that we focus on the first
587s area it's going to be smoothness of
589s gameplay so we spent a lot of time
592s working on reducing stalls reducing
594s stutters frame drops making sure that
597s your you know
598s overall experience was nice and clean
599s and nice yeah a lot of people required
601s like said they had a waste mother yeah I
604s know we've mentioned that in the past I
606s think we've done a couple of performance
608s updates and stuff where we've kind of
609s said we're gonna focus on stores first
611s and then bring the overall frame rate up
613s and I think that we needed another round
616s on that it was clear that we hadn't done
618s enough we had a lot of feedback from
620s people that you know they wanted to see
622s much more improvements to these
624s framedrops and we had so many sort of
628s even one-on-one discussions with the
629s community about yeah yeah we've had a
632s special channel to this Creek but in
634s general also the fact that the stutters
637s are very diverse like the first reasons
638s we have them for different reasons
640s yeah my boss is putting it very mildly I
642s said we found and by we I actually mean
646s I found this guy for your smooth frame
649s rates by the way content of the patch
656s and we found quite a lot of stuff and
658s it's all been bundled into 5.2 which
659s should be available for you today place
662s for people they say yes there's a lot of
672s stuff that went into the patch that was
674s related to started stores framedrops
675s other things people on lower end
677s hardware should see some improvements to
678s their performance just generally as well
681s you should see a bit of an improvement
683s in memory usage there's some more
685s general CPU optimizations and things a
689s lot of people on the test servers
690s actually mentioned that they were able
691s to sort of bump this back up a notch I
693s mean prove the detail up and stuff like
695s that so hopefully a good patch we wait
698s on feedback the test server feedback was
700s so far pretty good yeah so hopefully you
704s guys experience yeah nice so yeah what
708s have you guys been doing so far in
712s understandable terms as much as possible
716s [Laughter]
718s yes the card is part of everything
722s yeah do you work in performance right
723s easy yeah yeah actually
728s let me check our schedule of things what
730s we I mean there's this question there's
732s many different improvements like mostly
735s during this patch we were concentrating
736s on CPU performance as cpu performance
740s was like one of the main bottlenecks we
744s were seeing on the low spec on the
748s command expects high specs are not that
750s effective because usually they can pump
751s up like people have much better CPUs
753s more cores more memory for them as usual
756s okay so these people potentially will be
759s not experience occurrs better like as
762s much of improvement and but even even
764s for them the experience hopefully should
768s get smoother like let's start to me like
771s more I think we'll just go with the two
773s words performance and smooth just
782s mention goes I know a lot of people
784s sometimes get confused so they're like
786s why are they working working on the CPU
788s when it's not using the full GPO GPU and
793s the reason that is because it's good at
796s the moment still heavier on the CPU
797s because it's not using the full rather I
800s mean it's it's PC so everyone has
803s completely different spec like pcs like
806s we have to have telemetry and scene just
808s the whole matrix of all the possible
810s configurations it's mind-boggling people
812s play the super finance computers
814s crippled by some way one bad part all
817s right other other people play on like
820s laptops which are not even like gaming
822s laptops and and still expect very good
825s experience and then some people actually
826s have just decent pcs maybe you like just
829s from four years ago so what greatest
831s thing yeah but I think all of the ones
835s that we see in what we do is we notice
836s that there's the vast majority of people
839s have hardware that should very easily be
841s able to present the kind of performance
842s that they would expect so you know
843s getting 60 frames per second at 1080p
846s could not be a big deal yeah in no way
848s I'm saying that oh it's user
850s it's user problem that they not getting
851s that better pcs not at all actually but
854s my point is that even such vast
857s differences in the in the cardboard
859s people use we try to at least find the
862s like the biggest point of impact where
864s they impact will be the like but where
867s more people will benefit from it
868s yes so we see that the CPU profile like
871s the CPU cost of the game on is one of
874s the worst offenders for most of the
876s people besides we try to just increase
878s the overall destruction of people how
880s can they receive like and most people
882s have like average too low computers so
887s if we can give them better user
889s experience so they can actually play
891s well hit their shots without start
893s suffering from this better yeah and I
895s think it's also important to remember as
896s well that if you are limited by your
898s processor or you limited by you know
900s things like the clock speed and other
902s stuff on there is that it will limit
904s everything it's it means that your CV or
906s GPU can't work as hard and you can't get
908s the full the attention of the GPU so we
910s get asked a lot is you know I have a
911s 1080 Ti and maybe an i5 4790 Intel or
916s something like that and why am I not
918s getting 60 frames or 70 friends or
919s smooth experience in general and the
921s reason is because the CPU is yeah if I
924s do that or if it might be like if
925s everybody would CPU and GPU but then I'm
927s good like a gigabytes of memory right
929s now the game is barley 15 cannon
931s gigabytes so it means you've costly
933s gonna wanna go in the swap file so you
935s kinda limited by your hard drive through
938s which is kind of surprising for many
940s people hmm
941s it's really hard to tell what is the
943s case
944s I mean what we find is that we get asked
949s by a lot of time a lot of times is why
950s does performance take so long to to
952s address and why is this been going for
953s you know for you know several months
955s eight nine months now since Hunt has
956s been released and the truth of the
958s matter is is that you have to plan for
961s different specs different combinations
964s of Hardware different driver types
966s different platforms different windows
967s types different settings and all of
970s those can combine into you know we're
971s talking hundreds of thousands of
973s combinations of things that could happen
975s and we have to go in and we have to test
977s all that stuff and it takes a lot of
978s time
979s you're jumping back quickly to the
980s original
981s question about the performance side of
983s things and what was done we found a
986s couple of very interesting things yeah
987s so didn't mean we can go like more
990s specifically so like one of the
995s offenders which we found and it was
996s actually quite curious one that we found
999s that so there was one piece of like work
1003s which was done for the rendering and it
1005s was it's actually a very CPU heavy job
1008s and we actually some time ago already
1012s identified that this is beef heavy and
1013s we don't really need it to happen on
1015s client it's like car engine is ready we
1018s change it from a thing that happened in
1020s runtime to something that was pre
1021s calculated yeah
1022s engine is generally like ready like
1024s everything has to be the runtime
1026s especially for the editor experience for
1028s like our normal development cycle for
1030s the end user not everything has to be
1032s runtime we can recalculate some things
1033s what element is condensing the main so
1036s we implemented this it was great we
1038s measure the performance improvements was
1040s quite a while ago and then we kind of
1042s forgot about this issue and during this
1045s cycle profiling I find out
1047s hey this is wrong why he never saw this
1051s so I mean yeah the fix was just yeah
1054s make sure that it's actually properly
1055s streamed and not happening in the wrong
1058s time the more important in this case is
1062s so the reason was that we have multiple
1064s configurations of the game there's one
1066s configuration which is a release which
1067s is affected about to ship to players it
1069s doesn't have almost no like checks no in
1073s no introspection is what is happening is
1075s that again and then there is a profile
1076s builds which has much more debug
1078s functionality introspection call
1079s performance works like we can have
1081s markers to see what exactly is happening
1082s at which point we'll frame program so
1092s basically we have a couple of different
1094s modes that we run the game in one is
1096s called profile profile mode is as we're
1098s working on the game there's debug stuff
1101s in and then slows the game down yes then
1104s we have something called release mode
1105s and release mode is where you compile
1107s the game and you take all of the crap
1109s out that you don't need that you don't
1112s need to debug and have all this extra
1113s information
1114s but your game gets sort of less a 15%
1117s faster yes and that's what you guys get
1119s to play so we have a debug version and
1121s you guys have a live version and the bug
1123s we found with the stools was on the
1126s light part of it yeah yeah yeah so this
1133s bus was written just in this version
1135s just in this configuration technically
1137s yeah because this one is actually should
1139s be faster and the reason why we were not
1142s seeing this is specifically because it
1143s was at least because the release doesn't
1145s have this additional markers additional
1147s introspection is what's happening can
1149s again so we found it just because this
1153s time we started using some additional
1155s new tools which are not inherent to
1157s CryEngine but rather external tools
1159s developer Microsoft like Microsoft peeks
1162s if anyone interested and yeah
1165s so this external profiling tools allowed
1168s us to support something which we were
1169s previously was not able to find out what
1171s was also quite interesting is these
1173s these two issues may or may not there
1176s was two different cases some would cause
1178s your framerate to drop and you would
1181s stutter so you'd be moving around like a
1183s lot of you have probably come across the
1185s experience where you're moving around
1186s the level and you're trying to track
1188s something down or go to the objective or
1189s whatever and you feel this pause or like
1192s this stall for a few seconds or whatever
1194s as you're moving around and it's super
1196s annoying or you know you're raising your
1198s gun up to shoot an AI or another player
1200s whatever and he's so annoying and that's
1206s one of the ones that we fixed and then
1208s and that basically will cause you're
1209s actually will cause your framerate to
1211s peak downwards so you'll get a drop and
1213s there was another issue that we found
1215s which meant that you're you're you have
1218s those stutters installs and you would
1220s feel this kind of movement that felt
1222s very very strange and a bit you know
1224s disconnected somehow but your framerate
1226s didn't change people with high-end
1229s hardware like people with like eight
1230s core machines and really good machines
1232s would feel these weird like movements
1235s and these weird kind of glitches as they
1236s were moving around but they had nothing
1238s to do with their performance they would
1239s be getting nice frame rates but the
1241s movement felt like shit well in this
1242s performance issue it's just it was
1244s affecting the like main threat
1247s performance it was a physics test it was
1249s in issue is the physics system and what
1251s does that mean so we split our like game
1255s simulation and multiple threats of
1258s execution because nowadays the computers
1261s all have a face for course so we can
1263s theoretically in the perfect world do
1265s work four times
1267s like yeah not faster but at least what
1269s types of work in the single unit of time
1271s yeah yeah so the good news is but so our
1281s physics system is running in parallel
1282s with the normal game simulation and
1285s there were issues when the physics
1288s system was overloaded and it was not
1291s properly synchronized with the game so
1292s then for the game it was looking like I
1295s requested a movement like move me like
1297s with this velocity next frame it expects
1299s to have result because the thesis thread
1301s was not catching up with the main threat
1303s so maybe optimized the main thread and
1306s it begins shorter than the physics it
1308s the physics was not ready to give
1311s results in result the entity was not
1313s moving so you kind of your frame rate is
1315s great your entity is not moving and this
1318s kind of starter is like the good
1319s telltale kind of stutter is you can
1321s update yourself like the moment you
1327s start moving you start stuttering or
1329s what was the other entities like you
1332s kind of like it to be and I think that's
1334s actually something I don't think we put
1336s on the patch notes is it's very likely
1338s that that has also been fixed with the
1340s fix for this thing so if you guys had
1342s experienced where you were you know
1344s playing the game and the AI was sort of
1345s being a bit twitchy and a bit weird that
1347s wasn't a new direction in the animation
1355s just to add to the problems it was just
1360s one case of a starter of course there is
1362s another case of starter and generally
1364s the game is overloaded and yeah your
1367s friend is actually like the whole frame
1368s is missing but this is B so going on
1372s like we saw instigating yeah
1374s which is but this one with the physics
1376s hopefully we fixed it we still gonna
1379s work more on the physics system because
1381s we do see that it's doing more work than
1383s supposed to do yeah and there's multiple
1385s ways like there's some bugs there's some
1387s like improvement general there's just
1390s like asset improvements there's too many
1392s things on the level which are
1393s potentially too expensive or don't
1395s activate themselves well what are the
1397s strategies we normally do like when you
1398s normally build a game you build a lot of
1400s content and at the end you optimize the
1402s hell out of it and then it gets better
1403s but with a game I can't because we're
1406s doing early access and we're doing so
1407s causes we add content and then we have
1409s to go back and optimize and content
1411s optimizing one strategy that we do is
1414s that I mean this is again why you'll get
1416s some more optimizations in a later date
1419s hopefully in 5.0 or whenever we actually
1423s do just blanket optimizations where we
1425s don't necessarily target specific things
1427s we just say you're using too much let's
1430s try to back it off let's try to reduce
1431s stuff so that you reduce the pressure on
1434s the physic system or the animation
1435s system or the CPU or whatever we're
1437s doing you know it doesn't hurt just to
1440s try to optimize things where you can
1442s yeah then I'm actually curious because
1445s that is also something that some people
1447s asked like if we are working on
1450s performance what does the rest of the
1452s team is doing you know are they also you
1454s know and they make new bosses but
1458s figuring have to increase the poly count
1461s yes so there are more things I mean you
1464s can probably explain better than me like
1467s for example what are some of the teams
1468s doing also for performance so what we
1473s mentioned earlier again we will be
1475s putting out more optimizations as we go
1477s so this is not the only one we're gonna
1479s be shipping what we tended to do is
1483s because people had performance issues
1485s over Christmas and the 300 to 400 issue
1487s that we had we wanted to make sure that
1489s we fix that as soon as we could and the
1491s community was very vocal and asking for
1493s it and they absolutely should be
1503s you
1545s can you hear us now again yeah I think
1548s it's maybe the cables I'm good
1550s long all right safe to say apples in
1552s chat if you can hear us again
1554s heckles no no the lane didn't say apples
1562s like ended apples okay there's no many
1565s apples well we were saying what the
1570s others are doing okay so yes so
1573s basically what we wanted to do is there
1576s was a performance drop between 3.0 and
1578s 4.0 which was not good that was on our
1581s side we messed that up and we needed to
1584s fix it quickly which is why we wanted to
1586s make sure that you guys had patched
1588s sooner rather than later so this is why
1589s you're getting patch 4.2 which hopefully
1592s fixes those issues and makes things
1594s smoother as well and we will be
1597s continuing to develop more patches
1598s you'll actually get another one that
1600s will update content for 5.0 and the rest
1603s of the team have been working a lot on
1605s sside optimizations and you know things
1607s like improving the level reducing the
1610s amount of poly counts entities and
1612s making sure all the objects have the
1614s right lofts and stuff like that so yeah
1616s another thing which
1625s you
1633s you
1669s it's okay I don't know what's wrong
1672s thank you is it back again yeah oh good
1677s now say another word bananas bananas
1680s bananas you were saying I'm saying you
1695s were saying something I was saying that
1697s the memory consumption may improve the
1699s performance for some users especially if
1701s they have limited amount of actual
1703s physical memory like remember yeah of
1705s course for rich people who have 30
1707s gigabytes of memory maybe not for them
1710s but yeah this is what the team is
1714s working on there was perfect question
1715s why the optimized assets right away yeah
1720s yeah it's a good question the reason
1724s being is it would take us a lot longer
1725s to give you a patch if we put all the
1728s assets in we have to do a lot of
1730s different testing it takes a lot longer
1732s and you would get a delay of several
1734s weeks before you got your patch and we
1737s already know that people are very sad
1738s that they don't have the boss yet before
1740s missus going first right now so it's
1742s been already a little bit late I'm
1746s actually curious so what do we do to
1749s prepare for like a batch with the DES
1750s server and the live server right now we
1754s have to test over a lot of people played
1757s it on something that's quite important
1759s to keep in mind and it's actually
1761s something we kind of wanted to remind
1762s people about when it comes to the test
1763s server and performance which is the test
1767s server performance is only as good as
1769s the number of players that are in the
1770s session if you play on the test server
1773s and it's a low population this can
1775s affect performance because the more
1777s players that are involved with this it
1780s will activate more entities what AI will
1782s be active and your frame rate can change
1784s depending on how many players are in the
1787s session with you so if you go onto the
1789s test server and you immediately find
1791s your frame rate sort of doubled I would
1794s say try it a few more times see if you
1795s can get into sessions if you have more
1797s players it would always be good and we
1800s need to make sure that you actually
1801s with eight to ten other players that's
1804s really important
1805s typically we see at least internally
1807s maybe upwards of 8 to 10 frames
1809s difference between a populated server
1811s and a non populated server on a medium
1814s spec PC so yeah I mean to the point we
1816s like we do performance cultures and we
1819s don't even do them this is one player
1821s our QA team when I'm doing performance
1823s cultures they all play 10 / 10 people
1826s not all of them capturing the data for
1829s our analysis but it's just a few usually
1832s pieces like the target hardware but
1834s everyone else just creating the traffic
1835s creating action yeah I mean if some of
1838s you guys might have seen a post that we
1839s hide up on or social media where you saw
1841s that we were testing who have done the
1843s test rooms and we all have different
1845s specs so we can see how they perform on
1847s each of those computers and then all
1849s playing together yeah another thing I
1852s think it's also quite good to mention is
1854s we had two questions before about what
1856s kind of NASA based hard way to develop
1860s the games on and I can tell you right
1861s now is a hugely mixed variety of
1864s hardware that we actually develop on my
1867s machine I use this is the machine I use
1874s is I think it's a 1060 and I use a Xeon
1879s e3 because if we have to generate stuff
1883s for level design we have to use a lot of
1884s memory and the CPU is quite good
1887s I don't remember specifically something
1890s with an eight-course yeah yeah listen I
1906s you see smug she's not even programming
1909s the operators rap I don't have a great
1915s PC and then I just respect myself but in
1920s the play test rooms and the other
1922s development machines so next to my PC I
1924s also have a 660ti with a semi I actually
1928s have 60 Ti so my my CPU is better and I
1931s have more
1932s because I need to compile the game and
1944s we do have like a really big variety in
1947s our test test areas that we do when we
1949s check for performance and it ranges like
1952s I think one of the machines is like i7
1954s 2600k hi-fi's in there we have AMD's in
1958s there we have different rising pipes
1960s we've got six 60s all the way up to 10
1961s 80s I don't think we have anything more
1964s powerful entities in there right now we
1966s don't have 2016 or 2017 or anything like
1968s this yes yeah and I think the most
1971s powerful CPU we have in there is an 8700
1974s K and that goes all the way down to you
1976s know so we have a huge array of hardware
1981s and not all of the Deb machines are
1984s super NASA mega machines just the ones
1987s that I actually just realized that I
1991s brought the other piece of paper over
1993s there so do you have to run over there
1995s no you can just say what do you want to
2004s talk about later what we plan to do for
2005s a 5.0 or your well yeah and no fuck I'm
2011s always going to be optimizations we
2013s can't be too more specific at the moment
2014s just because there's so many there's so
2015s many that of asset side related there
2019s may be some stuff in there that will
2020s help for CPU the things that we've done
2022s in there but I mean it's work in
2024s progress there's like some work is just
2027s general optimizing game or yeah are we
2030s looking into putting more the systems or
2033s notice the UI systems maybe into like
2037s parallel processing one so using
2039s different threads like Java file or
2042s update just to release the main turret
2045s and putting everything more tightly in
2048s the multiple course yeah but it depends
2051s what I mean this things take time and
2054s it's not sure that it will fit into like
2056s next performance by should thank you so
2058s it really depends which one
2060s and I'm I do think also what will make a
2064s difference is what we see happening on
2066s life when the patch comes out so if we
2068s see it on live and we still see people
2070s with status and that's going to be
2073s something we will drop everything for
2074s and we will start looking at those again
2075s because those are the killer when it
2077s comes to game play again like if you
2080s have 60 frames your fragment is just
2082s going up and down and installing it
2083s doesn't matter what matters is that you
2085s have a smooth consistent experience yeah
2087s first and then we can bring the frame
2089s rate up to something better
2090s yeah so then that's the plan okay add
2094s that I'm gonna disappear for a little
2096s bit well they keep talking about the
2098s server results cuz everyone like
2102s statistics in what we thought we would
2105s do actually was what we've never done is
2108s we've done a lot of surveys for
2109s performance and other things and we
2110s actually I don't think before remember
2112s we've ever shared any of the results
2114s with you guys and I think that would be
2116s quite nice just to look at the kind of
2119s things that people were getting and the
2120s kind of feedback that they had and all
2123s of the test results you're going to be
2124s seeing are from the test server yeah
2126s this is only the results from the test
2128s so we will run another set of surveys
2134s for life so when the patch is live which
2137s it is right now we will run an
2139s additional survey with this as well all
2151s of them yeah
2152s just pretty fast I didn't you did a
2153s nineties data burst sure yeah yeah I
2166s mean we don't need to go into too much
2168s detail with these but we just thought
2169s we'd share the results for for the
2172s community since you guys have been
2173s giving us feedback on this I mean this
2175s is data that has come from you so I
2177s think it would be cool if you have a
2178s look at it with us we're not going to
2180s show you the results for every single
2181s question just because it will take you
2183s know a thousand years and we'd rather
2185s just get down to the you know the Q&A
2187s and stuff like
2188s but yeah so the first question we wanted
2190s to show you was like this is basically
2192s from their survey results of what kind
2194s of resolution you go to running out and
2196s you can see that not only from the side
2198s does it look like a middle finger but
2202s you know most people obviously running
2203s in native 1080p very few people are
2207s running in 720 or you know 900 P but a
2210s lot of people in 10 18 a lot of people
2212s in 1440 I think the total uses in this
2216s poll is about 1100 I think so I just
2227s think it's very interesting to see so
2228s you know when people ask us what we're
2230s targeting in terms of performance like
2233s one of the questions that were asked of
2234s us was like what would we expect from
2236s you know a recommend a spec PC for
2239s performances we're aiming for 60 frames
2241s at 1080p for multiplayer 60 frames is a
2245s pretty nice target and most players are
2247s running in 1080 if you have higher
2250s resolutions then you know you've better
2252s hardware and/or to change your system
2254s specs to compensate for that so the next
2260s question was the quality settings that
2262s most players have been using especially
2263s multi so and no surprise that most
2265s people are using low what was surprising
2268s to us is that it's either low or high
2271s now the data is a bit interesting here
2273s because of the custom settings so if
2275s people are making a lot of small changes
2277s to their settings that would basically
2278s be flagged as a custom which you know it
2282s doesn't really fit in any of those
2283s categories but it's still interesting to
2285s see that the majority of people 40% of
2287s the players on forcing everything down
2289s to the low spec and it's to be expected
2291s if you want to get your performance on I
2293s think you want some point try to
2295s acrylate is this actual telemetry you
2297s get you come to life
2298s yeah that would be really interesting to
2303s see especially after the catch is life
2306s it would be nice to see whether that
2307s changes and whether more people can you
2309s know use the sort of higher higher specs
2313s in one month so yeah ok next one next
2317s one vsync
2320s again not a huge surprise that most
2323s people have vsync off I guess if you're
2325s not hitting 60 frames per second it
2328s doesn't make much sense and probably a
2330s lot of people's target is 60 yeah yeah
2333s not too much to say about this but yeah
2336s it's interesting to see the ratio here
2342s this is a question we asked people
2343s whether you will put happy with the
2345s performance generally in hunt and
2347s obviously you know the feedback that we
2350s get is that it's a problem and a lot of
2352s people have feedback that it's you know
2354s not where it needs to be but this result
2357s was somewhat unexpected we had quite a
2359s lot of people you know 2/3 of people
2360s said that they were happy with it and
2362s third said that they would not now the
2365s tricky thing with this particular part
2367s of the survey is we need to understand
2369s whether this is relative to the test
2371s over or whether this is relative to the
2373s game as a whole so we will probably
2376s adjust this in the future just to make
2378s sure that that's a bit clearer but yeah
2380s interesting nonetheless then we wanted
2385s to ask people a little bit about what
2387s areas of the game that they think that
2389s we should focus more on when it comes to
2391s performance in general and I can't see
2395s the image anymore yeah ok so basically
2403s people were mentioning that the two
2405s things that were obviously too high on
2406s my list was the framerate he's more
2408s stable so it's not going up and down and
2410s it's not sort of dipping and spiking and
2412s you know dropping when you're aiming and
2414s the stuff that we talked about earlier
2416s and the overall frame rate was too low
2419s you know coming behind that was that
2422s performance changes too much between
2424s patches so if you scroll down a little
2426s bit please so performance was changing a
2429s lot between patches was quite high on
2431s the list a lot of these other ones we
2433s have some data from you guys actually
2435s people typed in stuff which is really
2436s cool to see and we're not going to show
2438s that here because there's just too many
2439s entries but really interesting to see
2441s that stuff so this is the data for that
2443s question and the next one so this is
2448s related specifically to what we wanted
2451s to check between sort of 4.0 and 4.2
2455s this question basically is asking you
2458s know did you guys have these stalls and
2459s starters in earlier patches and that
2461s could be anywhere from you know from 2.5
2463s onwards we want to know about this and
2464s what was interesting is a lot of people
2466s were having the stalls I think that was
2468s very so again it's one of the reasons we
2472s were focusing so much on that and so
2474s on the smooth experience was because so
2476s many people were having issues with this
2478s next one please and this essentially is
2483s the kind of follow-up to this question
2485s so what we see in here is after people
2488s tried 4.2 on the tests over after they
2491s played it they said that they had a much
2494s lower degree of scores and much lower
2496s you know issues that were happening
2498s after 4.2 when the experience of
2500s generally smoother which is positive and
2502s it's a you know it's a good thing from
2504s our sight but again we need to see how
2506s that behaves on the below servers yeah
2509s okay yeah that gives multitasking yes
2515s it's not worth installing sometimes yeah
2518s and stuttering so we asked you about
2522s also a little bit about how you describe
2524s these stalls status or something that
2526s was kind of difficult for us in the past
2527s was that and people describe you know I
2530s have frame drops or I'm lagging or yeah
2533s this pictures come in so much variety
2536s like and for some people yeah it's fine
2539s and others say oh it's horrible and they
2541s describe exactly the same thing yes I
2545s mean we try to kind of break that out
2546s and and come up with some descriptions
2548s that kind of make sense for you know
2550s performance stalls and you know a lot of
2553s you described it as basically being kind
2555s of prolonged periods where your frame
2557s rate had dropped down but had never kind
2559s of come to a stop which is what the the
2562s big blue bar here is here you know that
2565s you're not fully freezing but you do see
2567s like a moment where your frame rates
2568s like kind of collapsing down to you know
2570s a lower number and then maybe kind of
2572s recovering again so it's interesting to
2575s see this it's interesting to see you
2576s know what kind of issues people have and
2579s to what degree they have it and again we
2581s need to follow up on that on the test
2583s service one with your line yeah then we
2588s have some just general questions about
2589s satisfaction so this is again related to
2591s the patch on the test server so this is
2593s only on the test so hopefully it means
2597s that a lot of the issues have been
2599s resolved we'd like to think so yes our
2601s job is done yeah we can go home yeah so
2605s that's
2606s we want we're not going to just expect
2609s that to be the case we're not going to
2611s take the results and just say yep
2612s everything's perfect what we need is we
2614s need you guys to keep telling us your
2617s your thoughts fill in the surveys
2619s feedback us tell us if it got better for
2621s you got worse for you tell us what kind
2624s of issues you have and be vocal about a
2626s really tell us s it's super important
2628s because we need the with that
2629s information we can you know plan in
2632s favor of this yeah exactly
2634s Thanks 1 and when it comes to
2638s prioritizing this was one of the final
2641s questions we had in the survey which was
2642s actually one of the most useful for us
2644s was we can see what it is that you guys
2646s are more interested in when it comes to
2649s performance as in do you want us to
2651s focus on smoothing the experience or
2653s improving the frame rate overall or
2656s changing the graphical quality or giving
2658s more options and you know things like
2660s this and I don't want to talk too much
2662s about this but you know have a look at
2664s the graph and you know getting tell us
2666s more about it if you guys feel like we
2669s should be prioritizing something more
2671s for the other then you know communicate
2673s with us and let us know and we'll react
2676s on my own yeah and then the last
2682s question so what we did is we wanted to
2686s know from you guys are we doing enough
2688s to make performance better and the only
2690s people that can tell us this is you
2692s internally we can look at performance
2694s analysis we can look at the data we have
2696s we can look at the performance we get in
2697s the game but at the end of the day we
2699s need you guys in terms of the
2702s cross-section of hardware that you have
2703s the time that you've put into it the
2705s experience that you have and you need to
2708s tell us are we doing enough to make the
2711s experience good for you so I leave you
2714s with this one and you know when the
2717s patch is live fill in the survey again
2719s and let us know that would be really
2720s great yeah I hope that wasn't too tough
2725s I mean graphs and stuff it's kind of
2727s boring lots of words cool numbers
2735s all right lift it run back here in a
2738s system
2745s [Music]
2757s [Music]
2759s [Applause]
2763s no it's not it's good I was gonna say
2769s something really this attested it must
2776s have been like when you got up it must
2778s have like this had a tiny tiny tremor
2783s you say like Casagrande tremor yeah it
2787s must go in the chair clearly there were
2789s just a question of update trust me the
2802s street it's it's part of it you know
2803s it's like the traditional feeling where
2805s you go back to the stream the three
2807s spinning while actually since we've seen
2811s you
2812s yeah but we have it's it's there's
2815s always something audio is like the bane
2816s of my existence it will never work
2818s should we just buy it you Mike it's not
2820s them I think it's a cable Pazuzu money
2822s buy a new cable yeah that would be nice
2824s definitely if anyone wants to support us
2827s and to send some cables it would be
2830s really cool
2832s so we got some questions I'll just go
2836s through them and I also saw one that I
2839s already wrote down that I saw during
2840s history and then we'll catch some from
2844s the stream which is a little bit harder
2847s right now so just answer these first so
2849s if you have a good performance question
2851s I know you guys are very eager for
2852s content but performance questions that
2854s they can answer hold on to decide and
2858s then let us know in a second so one of
2861s the first questions that I got was
2862s skiing to give us any info about Vulkan
2864s API renderer it's supposed to give
2866s better performance and I wrote eggs and
2868s it's on the roadmap so it depends
2873s Okin and DirectX 12 effects in the cpu
2876s performance so if you do feel about
2878s bottlenecked not really for cpu
2882s performance yes probably but we are not
2885s exhausted
2886s options what we can do is their kicks of
2887s 11 and B yeah it will come in the future
2891s the improvements there so we first want
2894s to see how far we can push that and only
2896s then another thing is implementing new
2899s VI is very major undertaking not only
2903s from just getting it to work but getting
2905s it to work stable reliable and on the
2908s variety of hardware like going back to
2910s the topic pc is such a big field so yeah
2916s it's a lot of work to do and right now
2918s at least yearbooks of statistic of
2921s experience call it runs under for people
2925s coming again we always never say never
2927s and I can't really comment too much
2929s about what we're doing internally with
2931s stuff like this but given the Crytek's
2934s history has been very technically
2936s booming and very kind of graphically
2937s driven other stuff it's probably if a
2939s fairly safe thing to assume that it's
2941s somewhere in the pipeline but we know we
2943s can't we don't have anything new to tell
2950s you about it at the moment because right
2952s now our priority is just make sure that
2954s performance is where it needs to be at
2956s present dx12 is not going to help with
2958s that at present so we've been focusing
2961s on the things that we can make it
2962s difference with which is in this cases
2964s human source what is the end goal for
2968s performance what will be the minimum
2970s specifications that people could run at
2972s 1080p 60fps I think we touched on that
2975s one earlier I think we said so what our
2978s goal is always gonna be on PC for
2981s performance shooter is we want to get as
2982s many people as we can to 60 frames per
2985s second or tank yeah now that depends
2988s enormously on the hardware that you have
2990s and the settings that you use but with
2993s the recommended specs hardware that we
2995s assigned to the game 60 frames at 1080
2998s we think is something that I would my
3000s high or it should be on ideally medium I
3003s mean medium and recommended you should
3004s go hand-in-hand
3005s what we do is we tend to give you enough
3007s options hopefully to make those
3008s adjustments yourself but you know that
3011s will take a little bit of time probably
3012s to get to that exact sort of frame rate
3015s we're not I don't think we're too far
3016s off that at the moment but
3018s people will probably be a bit more
3020s willing to accept slightly lower frame
3022s rate as long as it yeah but you know our
3025s goal is always going to be 60 frames
3027s 1080p recommend aspect we're not we're
3031s not decreasing it it's more for the
3033s recommended spec which is probably not
3035s you computer to make it that everyone
3039s even with like potato Dorito wasn't the
3042s reto computers can play the game yeah if
3044s you have a really high end machine it's
3046s not like we want to reduce it was oh
3064s yeah I know that we were planning to
3066s have more graphical settings
3068s yeah at the moment it's not we're not
3073s going to be adding new graphical
3074s settings yet the specs what we want to
3078s do it actually goes back to one the
3081s questions we're going to talk about a
3082s little bit later but we can cover it now
3083s something that I personally would like
3085s to improve in 5.0 since I'm saying on a
3089s stream that means that we're obviously
3090s committing to it so no brightness might
3094s i I would take full responsibility for
3096s it we wanted to make sure that the level
3100s of vegetation detail would be similar on
3102s low spec medium spectrum high specs so
3104s right now low spec you have a lot of
3107s detail vegetation and grass that's
3108s missing
3109s yeah and that shouldn't really be in
3111s 2019 we don't feel we turned off some
3114s stuff because we wanted to just make
3115s sure that people would lower in Hardware
3117s had a better chance at getting good
3118s framing now that we've done some
3120s optimization we kind of feel like it
3122s should be possible for everyone to have
3123s that and everyone should have that level
3125s of quality
3126s nice-looking blended yeah I mean it's
3128s it's mostly gonna be a GPU so thing so
3131s we kind of feel that it's it's good if
3133s you'll expect you should have a much
3134s more comparable graphical quality to
3136s other specs as well there was I think we
3141s have a question here about graphical
3142s downgrade yeah yeah I'm pretty sure we'd
3144s get to that as well I cover that quickly
3146s now okay so let me see
3150s I think that was your
3161s you
3182s you
3196s okay just in one question
3199s okay okay I'll just quickly repeat a
3203s question for tomorrow stream K explained
3205s the differences in a state of graphics
3206s of the launch bill than what we have now
3208s what changes were made what change has
3211s made the biggest visible difference in
3212s quality and what change has made the
3214s biggest difference in frame rate without
3215s a visible change I know that many people
3218s have complained by graphic downgrades
3219s and the developers might like to answer
3221s them directly in the changes this is not
3224s a question this is an essay it's pretty
3226s long I just really got what they were
3229s condensed it down so what happens to the
3232s graphics over time what have we done
3233s graphics white to the game's launch and
3236s what makes the biggest something like
3239s that so the biggest thing that we did
3243s was I believe it was in 2.5 we
3245s introduced the graphical options to
3246s player so initially when I launched you
3248s had one setting and that was it which is
3251s not good 2.5 we actually added the
3254s ability to set high medium a lot of
3256s different things and individual spec
3257s settings but for each object group or
3260s vegetation things like this now I think
3263s what this is probably mostly referring
3265s to hope that the person who's listening
3267s who wrote the second correct as before
3269s on there was an actual issue I think it
3272s was perhaps 2.5 to 3 oh yeah there was
3279s there was a kind of a criticism that was
3281s that we removed a lot of stuff for
3284s performance and I'm so far I can tell
3286s you now that we have never deliberately
3289s reduced the amount of stuff we render
3291s for performance except for when we
3294s changed you know high medium and low
3295s when we reduce those because you have to
3297s separate the Spector there was a part of
3300s a patch that actually removed a lot of
3302s the vegetation and that was kind of
3305s interpreted as us optimizing and it
3307s wasn't it was a bug there going in and
3309s we fixed it and bought the vegetation
3311s back and 45.0 we would actually like to
3314s take that another much upwards and
3316s actually gave low spec people
3318s more grass yeah more detail and stuff in
3320s there as well and even then like
3322s technically the throw distance doesn't
3324s change much between aspects so you
3327s shouldn't have a competitive difference
3329s nothing like you see something to risk
3331s op you should see it on all suspects
3333s yeah yeah apart from the box oh yeah
3339s yeah because I know a lot of people
3341s always like I went the lighting back
3343s from like the launch build but like
3345s change doesn't like artistic change
3348s right yeah yeah in many cases yeah I
3353s mean like we said like our goal is never
3355s to make things look worse for
3356s performance I mean there's there's lots
3358s of things that we can do to maintain
3359s performance without degrading with your
3361s quality and if visual quality has ever
3362s degraded it's not something that's our
3364s goal our goal is to give the best of
3367s yeah we're making a game because yeah
3371s exactly
3372s okay um let's see okay the current
3375s temporal anti-aliasing used
3380s some senses are not written very
3382s correctly but use the current temporal
3389s anti-icing use causes oh yeah so what
3394s this is asking is that some of our antia
3395s lighting can cause ghosting around I
3398s think specifically weapons so scopes so
3404s when you're moving you get this kind of
3405s ghosting effect yeah you should just
3409s read the whole question it was more but
3410s I was like hmm I didn't see them so I
3412s made sure the question was that there is
3414s a ghost in Carter part rendering craft
3416s apart and will you fix this and they so
3422s we know about this artifact we fear it's
3425s not necessarily caused by te
3427s implementation it's probably the mix of
3429s TA maybe the or mr. Specter it might be
3433s the global illumination actually
3434s affecting it a lot we have to see how to
3437s improve that okay but it's not as simple
3440s according to performance issues so
3441s where's the constellation say it is
3444s something that I know a few people have
3445s mentioned before it's it's not the
3447s easiest issue to fix unfortunately it's
3449s actually
3449s conflict between two kind of rendering
3451s things that we're trying to do at the
3452s same time and it's basically if we spend
3455s time fixing that we spend less time
3457s optimizing or less time fixing more
3459s critical stuff so it's not that we don't
3461s want to fix it it's not that we don't
3462s care about the issue it's more just we
3464s have to assign people in the right it's
3472s the new performance update going to fix
3473s us sometimes metal sheets or walls don't
3475s render and give people one way wall so
3480s it's a buck it's not the performance
3482s like not necessarily a performance like
3485s consideration we specifically were
3488s addressing vixen in proper
3491s implementation of rendering 3d engine mm
3494s depends there's not sure because a
3497s particular fix is no I mean so the thing
3500s with that bug is it keeps coming back
3501s and going away and coming back and going
3503s away and it's we've investigated it
3506s quite a lot and it's it's quite a very
3508s low-level problem it's quite a difficult
3510s one to solve and if with all of these
3513s kinds of issues like if it were easy to
3515s fix with this specific one it is it is
3520s important to get it fixed it has to be
3522s fixed because it's giving advantage of
3523s this advantage other players and
3525s something that we can't accept it's not
3526s good but it takes quite a lot of effort
3530s to look into that one it is quite low
3532s level it's quite difficult it's possibly
3533s countdown and the driver level of the of
3537s the rendering and other stuff like that
3538s but it's something we will I can tell
3546s you now I've done it's important it's
3548s important to us because it's important
3550s to the balance of the game and we can't
3552s have walls missing and everybody's
3553s looking for it's just the performance
3558s difference between system assessment'
3560s single channel memory and those were
3562s dual channel is massive there's 30 FPS
3565s or now write more in load one percents
3569s and n FPS more on average when going
3571s from single to dual channel memory gone
3572s big the difference is huge most of the
3574s games get no benefit from more memory
3576s channels there are very few exceptions
3578s like that of the five could you please
3580s explain why
3581s my hunt put such a huge demand all
3583s around bandwidth that's a big question
3586s it's a lot of those big questions so in
3591s general the game is generally using lots
3593s of memory actually more than we expect
3598s more than be said for us as they like
3600s memory budget so I remember a budget was
3602s less than 8 gigabytes closer to
3604s something like 5 6 on PC and then of
3607s course it may increase when you set your
3608s talk I like support what some textures
3611s need more memory
3613s yeah be working on this so like next two
3617s days we already internal worked and a
3619s significant improvement some how much
3622s may be consumed and yeah apart from that
3625s we were not getting much into specific
3628s differences between like this card about
3630s configurations yeah we probably have to
3633s spend a bit of time as well seeing the
3636s spectrum of people that actually are
3638s affected by this issue is something we
3640s have to but we can tell people go and
3647s set your computer in this mode or go buy
3649s better rom it's always just download
3654s there's some websites to be proposed
3656s that yeah so be with the roster
3660s disclaimer don't actually do that yeah
3662s no don't but we would rather spend our
3666s effort on changing what we can change
3669s yeah hard part because really change we
3672s can adapt to that we need to make sure
3673s that the game runs well no matter
3675s whether you have you know dual channel
3677s Ram it's it's just strange to kind of
3681s exactly what I said is we can't expect
3682s people to adjust their hardware to our I
3684s don't enjoy the software works for
3686s everyone
3687s yep um let's see ok this is a nice short
3692s start the question hey please explain
3694s the difference between borderless and
3696s fullscreen windows in technical terms
3698s one has a border well that's something I
3700s set that to as entering nailing no I see
3703s the both of that border so basically one
3705s of them allows and I have to be probably
3708s technically checked against this but I
3710s think one of them allows you but
3712s the OS can actually like put stuff on
3715s top of the other one and give us some
3717s notifications and overlays and the other
3719s one is like the priority is the game the
3722s game has all the priority I don't know
3725s if that helps because I'm not
3728s particularly like an engineer or rather
3730s like if you know windows API that well
3733s to have a specific differences really
3735s sure how our implementation is done so I
3738s wouldn't really be able to tell
3740s technical in technical terms but in
3743s general would suggest that this is
3744s correct like in portals window it's the
3746s window
3747s so windows compositors still have to do
3749s all the work like render windows behind
3751s being rendered windows in front that
3753s composite them together on a single
3754s picture when you're going to promote
3756s windows can say oh you you definitely
3759s will never be seen yes Ben I'm not even
3761s bother to throw you I guess it's like
3762s the between having an office with the
3764s door open or door closed doors open
3767s people can bug you and sound can get in
3769s and annoy you but whether the door is
3770s closed you're exclusive and you're on
3772s your own without being interrupted shit
3778s I see what kind of office you describe
3783s [Laughter]
3786s where you guys be implementing and
3789s videos ELSS or any or end or ray tracing
3793s to Gabriel it's really good for the
3795s experts could really benefit from the
3797s u.s. we will focus on making sure that
3802s is as good a game as it can be for
3804s everyone first before we start looking
3806s into additional features and and
3808s supporting things that may be not
3811s supporting the riches we take from rich
3813s and gifts facing stuff is really awesome
3817s it's really cool but at the moment our
3820s priority has been we need to get
3821s performance going I need to make sure
3823s that yeah it's it's good for it so right
3825s now I can't say yes or no I'm just gonna
3828s say that we're focusing program
3830s performance primary and the lights
3831s turning off again yeah yeah it's like
3835s maybe we should just throw something at
3837s it out and others
3842s so while I was trying okay this is the
3845s longest while I was trying to reduce the
3848s stutters thing I noticed that produced
3850s the starburst of most was to say Blake
3851s the control flow guard in the exploit
3853s protection of the security section of
3856s Windows settings later noticed that this
3858s particular issue has been affecting most
3860s computers since the major windows update
3862s almost a year ago and was much worse
3864s than this
3865s all that time ago my question is this
3869s are you aware of this particular issue
3871s and if you are what can I do to achieve
3873s the same effect religion stutter while
3875s keeping control flow guard on since its
3878s since its off it reduces my computer so
3880s I guess we need to ask or need to answer
3883s what is control flow guard it's a
3890s Microsoft Windows feature to protect
3895s programs from being tampered with
3898s malware this viruses this kind of like
3901s malicious software so first no we were
3906s not aware that it might be a case or
3908s rather because it's a big news feature
3910s it's not necessarily a game feature we
3913s were not actually looking into that from
3917s what I know the control guard uses again
3920s quite a big chunk of memory so my hope
3923s is that reducing memory consumption may
3925s affect the effectiveness of control card
3928s as well or rather you not become
3930s constantly page swapped from these can
3932s to memory to these to memory so that may
3935s improve the stutters apart from that ya
3938s know we didn't really look to this issue
3939s yet I literally do today is the first
3942s time I talked about it might be
3943s improvement but I wouldn't recommend
3947s given that this is a security feature of
3949s the operating system I wouldn't
3951s recommend to anyone just to go and
3952s disable it sounds dangerous I think it
3956s comes back to the question we answered
3957s earlier which is if you have to kind of
3958s do weird workarounds to make hunt work
3961s that's a bad thing and it shouldn't be
3963s the case
3965s making sure that you don't need to do
3967s that and it it just works out of the box
3969s and that's really what the goal is for
3970s us
3971s there was another quick that was the
3973s last question well yeah I wonder the
3974s jeopardy if you have one I saw one just
3977s actually from killer grease who asked
3979s about my model quality and they saw
3982s something we've talked about I think
3983s last which was we did say at some point
3989s we wanted to do a very high spec we've
3992s not given up on the idea of doing a very
3994s high spec but it was important for us to
3996s make sure that the performance had got
3998s more focus before we started doing yeah
4001s super high-end graphics yeah I would
4007s love to have a high-end spec and just
4010s you know really turn on everything and
4011s have people you know the coolest like
4013s super awesome 4k everything it will
4018s hopefully come I'm not gonna guarantee
4020s it's something we want to do first
4023s performance for the whole demo think
4027s about I see someone say really high spec
4029s on 429 yes okay I saw a question early
4034s image at happy thought of lowering the
4037s AI to boost performance I mean in
4041s general here's the entities and did some
4045s amount of identities and regulators in
4047s the world affects the performance a lot
4049s not performance network traffic all that
4052s this is the reason why we actually test
4054s visited and ten players in the game
4055s because the having ten players actually
4058s makes the game to populate the world
4060s with the I like when area doesn't player
4062s in there there's no yen they're
4067s decreasing the perform or decreasing the
4069s accounts would be a way to find it but
4071s at the same time if one player to be
4073s entertained by amount of AI characters
4075s around them this was one of the
4076s considerations why we were cautious
4079s about increasing the amount of players
4080s because yeah technically game was
4082s supported but the performance will
4085s suffer from be increased so either
4088s perform suffers or the experience
4089s suffers doesn't like player go in
4091s compound and it's empty
4092s yeah basically that we will our mantra
4096s internally has always been that we will
4097s never
4097s want to adjust gameplay for the sake of
4100s performance yeah we would not want to
4103s start with cutting features or reduce
4105s quality or make things from a gameplay
4108s perspective worse the one exception that
4111s we've done recently for that actually in
4113s this patch was the fusee time so this is
4116s something that is in the patch notice is
4117s something that we had to adjust which we
4119s can discuss quickly so we found that
4121s there were some performance issues with
4122s that because they have a very long time
4124s that they they were quite heavy on GPU
4128s especially even for very high-end
4130s machines they have some some cost to
4132s them so for this patch we reduce those
4134s to a five-minute timer and this is one
4137s at one example we've done where we have
4139s made a gameplay adjustment for the sake
4141s of performance but it's not something we
4143s want to do for long-term so long term we
4145s want to optimize them and make them how
4147s they were but just run faster and we
4150s just didn't have the bandwidth to do
4151s that for this patch so for this there
4153s will be a little bit less time but you
4156s know we will go in and optimize already
4162s changed I think it was always a 10 we
4167s can check if someone then is he will
4175s answered it but ok so some more of
4182s performance questions that they could
4184s answer let me know to check the lights
4190s gone off again
4191s this room is haunted this is her isn't
4193s it I think it's just me I think I wants
4196s it he did not pay attention what was the
4200s question that we do it is actually
4202s Dennis it was about the fuses are you
4209s planning to put CryEngine at its best
4212s in-game coming back to that yes the
4216s question was are we gonna be putting a
4218s nice pic awesome yeah okay we just
4220s answered that yeah I wouldn't see hunt
4222s it yeah it's hunting all I can say is
4225s just in summary
4227s the questions that people had is please
4230s check it out long German it's what we
4232s always had sorry yeah yeah okay well
4234s that's good to know
4235s okay then I just maybe just never went
4240s like I'm high - Archie by the way yes
4244s getting special treatment it's getting
4245s special treatment it's getting cold out
4250s well okay well the performance be up to
4253s par in 5.0 we'll dig up keep updated
4255s after the goal is to always make it
4258s better yeah so I know that you say I
4261s want content but no worried content is
4263s coming I want to quickly say something
4266s about that we are going to update the
4268s roadmap very soon but we start with the
4271s short term so what is coming very soon
4275s so what we're gonna do is we're gonna
4278s work on the roadmap that will be up to
4280s 1.0 and some post 1.0 so like before
4284s release and what's going after but we
4287s will give you more information when we
4289s update it hopefully this week so I
4292s tonight which it out so probably
4295s tomorrow so you guys can keep an eye on
4298s that which has content and obviously as
4301s you might know the boss unfortunately is
4303s a little bit delayed but we have gotten
4306s way better performance now which is more
4308s important for us but wasn't our fault we
4311s didn't delay the boss
4312s I mean the reason why we delayed it is
4314s because we wanted to have to prefer mr.
4316s people can actually play the boss yeah
4318s the boss was the thing that broke the
4320s performance right now it's it wasn't I
4322s didn't break first
4324s but it's we want to make sure that
4325s everyone can actually play the game and
4327s enjoy the boss because when we had the
4330s update after 3.0 the performance went
4333s down and people actually said like I
4335s can't play the game anymore which we
4336s obviously don't want to so I know some
4340s people are like I have this high end PC
4341s I never have issues but guys think about
4344s everyone it's not I think we should get
4347s more werewolf memes going yeah we get we
4350s keep getting a lot of werewolf in art
4353s let me see why his hair works
4358s can't ask questions I can't answer
4361s questions about the bosses just
4362s community of just performance questions
4365s right now so if you have a performance
4367s question still left we will do our best
4369s to finish it we already asked it was
4371s like that we never changed anything
4373s specific for the games do not look like
4375s III video obviously which is better
4381s you mean the video no yeah they said
4385s they want the performers are how it
4387s looked back in the e3 video they think
4389s that the graphical quality had gone down
4391s between these three years yeah it's
4394s possible that there was some more high
4397s quality effects purely because we had a
4399s single speck before so we had only high
4403s spec perform and in took 1/5 that was
4405s split into low medium and high so a lot
4407s of stuff got turned off for media my
4408s lover so maybe that is one of the
4410s reasons for that but if you guys have
4412s some specific kind of concerns about
4414s that specific question zone yeah I want
4416s me to send them our way yeah you can in
4419s general also messages in the discord so
4421s we can get specific things now we know
4424s who serve attention like Pope yeah no
4426s it's like those labs that turn off
4428s automatically after nobody's moving and
4430s one of them is kind of far away so let
4434s me see netcode is something we can't
4438s really answer we are still looking into
4439s the servers we know that there are some
4441s people that have experience hyping we
4443s also if you haven't already I just
4449s realized what I said it was personal so
4454s we have to just also released a blog
4457s last week this week this week about our
4460s hit registration and that's dude also
4463s with the server reaction stuff I do
4465s think there might be a chance for else
4467s to make another blog that explains more
4468s because I know what people want more
4469s details also about travel bullet speed
4471s and such of that and I'll make sure I
4474s get on to that too you guys can get
4476s another vlog hopefully sometime soon
4479s with more information about that
4482s merchandise is something we're still
4484s working on
4486s so yeah there is a question about this
4490s teaming performance of MIT much so I
4492s guess textures
4493s I guess it's blurriness my rom just
4497s can't handle dependence is too damn high
4500s yeah we're working on improving the
4502s streaming system so it's like besides
4505s better quality streaming works from the
4513s disk all right now the only like advice
4517s I can give is if you have SSD try to put
4519s them game on SSD it improves the stream
4521s like this access time yeah so it may
4525s improve the Hulk was the world case
4528s yourself yeah and there was another one
4531s I know that this not really related to
4533s performance directly but some people are
4535s asking about the reflection of the
4536s weapon in the water in the water I know
4539s this one has been a bug that's been
4540s around for a long time it's another case
4543s of if it was easy to fix we would have
4545s fixed it already yeah I can tell you
4554s anything like the player cans the player
4567s mode of the weapons they are not normal
4569s they're not going through the normal
4571s rendering function else they're like
4573s first-person mode rendering so therefore
4575s they not necessarily work well with some
4578s other rendering features it's definitely
4581s on the list of things that when we free
4584s up some resources after we fixed the
4586s performance side of things a bit more
4588s you know solving some of those weird
4591s graphical issues that everyone gets the
4592s rotated bias is something that we would
4594s like to do but I'm with you guys a
4597s hundred percent I find it is irritating
4598s if you do that it is a question of the
4602s resources that we have to spend on that
4603s and the priorities and stuff like this
4605s and it has been worked on but it's not
4607s ready for use
4609s yeah there's also a question about the
4611s shed of the gun on the ground it looks
4613s white I mean I think that's how much a
4614s similar case
4615s it's actually very similar in the reason
4617s because so the gun hands and everything
4619s they're special german special enigma
4623s but the shadow caster is normal
4625s third-person model and they probably
4627s mentioned together properly therefore it
4629s looks like a but I remember we had a
4631s buck about that and we need to I mean
4634s it's a buck we need to fix it and yeah I
4636s just don't remember specifically details
4638s what exactly it was broken there but
4640s something about this atop first person
4642s misses shadow casting third person let
4646s me see if there are no questions anymore
4651s for it now obviously people can still
4655s answer questions on the discord or on
4658s social media just send this message on
4660s either of our platforms and yeah I think
4665s that was pretty much it for today I
4667s think we have gotten a good explanation
4668s about what's going on with a performance
4672s currently what they've been doing for
4673s four point two which is live right now
4675s so definitely play it will have another
4678s survey up probably tomorrow or otherwise
4681s beginning next week let us know what you
4686s guys think please let us know how your
4687s performance is specifically for that
4690s patch so we can tell you know how it is
4692s compared to previous patches and and
4694s then hopefully you guys will have a good
4697s day so thank you guys so much for
4699s watching thank you our guests for being
4702s here and answering the question speed
4705s recap a speed recap or they wondered I
4710s mean okay we talked about before it's
4712s really hard cause it's like so audio
4714s kept breaking off we are haunted and
4718s that's about it we asked you a question
4719s as before minutes has gone better we
4721s still work on performance the content
4722s comes after it got to just so come and
4724s don't worry the boss along the way also
4725s another a is on the way and we have some
4727s questions that were very really 5.0
4730s walking team will contain more
4732s optimization as well as content as well
4734s they will be a survey for the life
4737s service that we would really appreciate
4739s you guys filling out and tell us about
4740s your performance is happening
4742s apples apples bananas that's christosp
4745s as long your mechanics
4748s right yeah survey survey yeah
4754s CJ's broken
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