over 1 year ago - Coffee Stain Studios - Direct link

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0s Chuck Chuck Chuck let's go
5s it's time to party
8s hey everyone my name is Jason I'm the
10s community manager at coffee stain
11s Studios and today's gonna be a very
12s different video okay we actually just
14s have a big Vlog that we're just gonna
15s drop it's from one of our streams at
17s twitch.tv coffee stain Studios devs
19s where Hannah joined us snoot and I on
22s the Stream
25s you hear that I'm trying to work here
26s come on
28s um yeah how to join us on stream with
30s snoot and I and we we just basically
31s opened up Unreal Engine 5 and flew
33s around the world in update 8 and we
35s checked out all the different nooks and
36s crannies people had questions we took
38s requests if people wanted to see
39s something we went and checked it out
40s answered questions along the way and
42s showcased basically what the world sort
43s of looks like right now in update 8. I
45s think it's really interesting behind the
46s scenes look of things but it's also you
48s know information and details about
50s update that you might be interested in
52s learning so I thought that this would be
54s really interesting for you guys
56s um one disclaimer real quick is that in
59s the engine
60s um the performance is not indicative of
62s how the game will perform when it's
63s built uh nor nor how the game will look
66s okay so just keep that in mind right in
69s the engine in the editor things aren't
70s as performant and don't really look as
72s good either as it will in in the final
74s thing so don't use that as an indication
76s this is just a Showcase of what the
78s world looks like and what like the
80s process kind of looks and feels like I
81s think it's really interesting uh one
83s quick thing before we move on to the VOD
85s right is I just want to say a massive
87s thank you for the feedback and response
89s that we got from last week's video link
90s up here if you haven't seen it which is
92s about the state of development for
93s update 8 and that things have been a
95s little a little rocky a little touch and
96s go a little little house around that if
98s you ask me all right
99s um and
101s stupid everyone was super kind and
103s understanding and uh appreciative of of
106s our efforts you guys had a lot of nice
108s things to pass along to the team so I
110s really really really appreciate it part
112s of me wants to be like I'm so surprised
114s that you were so kind and supportive I'm
116s not surprised you guys have always been
117s this kind of supportive so thank you
119s thank you so much it's part of the
121s reason why I feel comfortable to make
123s that video where I just go hey things
125s are looking so good and I know you guys
127s will have our backs so really appreciate
129s it um thank you so much for that anyway
131s without further ado
133s the VOD it's a couple hours grab some
136s coffee grab some stacks and I'm gonna
137s get out of your way now have fun smash
139s like if you enjoy it
141s we are joined by Hannah
145s I can never pronounce her name Burger
152s so I'm just gonna preface sort of what
155s we're gonna be doing here we're actually
156s going to be showing off stuff in editor
158s which we kind of did this for update six
160s and I had to remind myself it was update
161s six not seven we were hoping to capture
163s more b-roll for the video that we put
166s out but we've been struggling with the
169s video capturing stuff for uh for this
173s particular update
174s um so there wasn't as much b-roll as we
176s were hoping but we're gonna try and and
178s mitigate that by showing you pretty much
180s everything I mean maybe not everything
182s but as much as we can uh today leaking
185s everything
187s essentially yeah uh we're also gonna be
189s talking about some of the we're going to
191s dive deeper into some of the aspects
192s that we talked about in the video with
193s uh
195s the different areas
197s um is there anything else you want to
199s like preface preface this section with
201s Hannah before we
204s straight up
208s still working in the world so a bunch of
210s the stuff you're gonna see is still
212s working progress so you know if you see
214s floating rocks that's definitely
215s intended the other stuff is not
218s if you see floating rocks you know who
220s to blame we need to like have we need to
222s have an encounter my specialty whenever
224s you see a floating floating Rock Counter
226s yes
227s chat you're gonna have to keep track of
228s that
230s um so the first thing that we're going
232s to talk about that I've sort of sort of
233s set up here already is this is a shot
235s that I wished we could do uh to the
238s video
240s um one thing we talked about in the
242s video and it's kind of weird I guess to
243s start with this but the the world
245s perimeter that I have with the game has
247s been sort of like up until now it's been
250s sort of like cut off so like it feels
251s like you're on this island more so than
252s you're on like a part of the planet
254s right
255s so there's been a bunch of new Vistas or
258s World parameters added
260s and this is one at the edge of the swamp
262s so we get the swamp here in the
263s background
264s uh cornering with uh oh I love that one
267s over there yeah I guess this is also
268s waterfalls or whatever yeah
272s uh and the one I'm working as magic and
275s then you have the one over here uh from
277s from the the thumbnail
281s one of my favorite thumbnails we need to
283s animate that
285s take the song
287s yeah yeah we can do it I can sing this
290s yes
291s I'm gonna get DM State
294s um
295s so yeah pretty cool oh this is yeah this
297s is my favorite one this big Creator is
299s sick one one uh almost thumbnail was
302s like doing something with the clip here
304s uh but I couldn't quite work it out
307s so yeah is there anything I mean here it
310s is chat I don't know if there's much to
311s talk about well hang on here hang on
312s here nominal Joe this is a hell of a
314s JPEG it's not a jpeg these are this is
316s the other thing to talk about here so
317s first of all not all areas uh will get
321s these Vistas for update eight only some
323s of the areas that we did needed it most
325s will have it but the intention is to do
327s it with the rest of the errors and the
329s other areas will still have like water
330s or whatever but these areas here they
332s they're not jpegs they're like actual
334s like large assets that are put out there
335s and I I believe Ben I wasn't Ben I'm not
339s sure if it was just Ben uh but we use
341s the tool okay uh we use a pool called uh
344s I think it's called Gaia or something
345s which helps like generate these like
346s massive massive uh uh pieces that we
349s could use for the Vistas in the in the
351s background there which made the process
353s of making these things uh easy or easier
357s also one thing also to mention is that
360s uh I'm driving today usually it's Hannah
364s controlling the uh the stuff but
367s technical difficulties who would have
370s thought made it yeah we're having a bad
373s run yeah yeah yeah yeah yeah we're
375s having it back
376s is there anything new in the swamp
378s that's interesting to talk about no no
381s nothing all right where do we even start
383s Chad where do you want to go like do I
386s do we just I mean I have a couple things
387s on my list but if there's any particular
389s areas that you guys are interested in
391s looking at
392s um then you know we'll go there and
394s check it out well you suggested there's
396s a question we'll take some questions as
398s we go as well this might be interesting
399s from the Lash uh what biome have each of
404s uh you spent the most time in during
406s development uh so when I scan read this
409s I read a different question which was
410s what biome has taken the most effort to
414s uh or have you spent the most time
415s developing which might be an interesting
417s question but also in terms of like
420s and what have I spent probably like for
423s me maybe like Rocky does it or something
425s like that or um
427s for me personally because that's where I
429s play a lot that or grassy fields I feel
432s like I've spent the most in rocket
433s desert as well yeah
436s but uh Hannah what biome is taking the
439s most time to develop
440s I can I can give you
443s the the the
444s technically correct answer because
446s Northern Forest is the oldest biome in
449s the game it's the first one on this map
452s that was made and so it's also the the
454s one that's gone through the most changes
456s and iterations so we spent the most time
458s there because it has existed the longest
462s there's like one area that I remember
464s when I played the very first version of
466s satisfactory that was like I guess oh
468s yeah originally a starting zone maybe uh
470s yeah and it's like where is it it's like
472s between
474s I I think I think it's uh kind of the
479s normal starting zone here like here yeah
481s exactly yeah yeah this is it right here
482s this area is the oldest oldest yeah yeah
484s yeah yeah yeah yeah
485s this is where we always start oh it's
487s changed so much
497s so for those who are interested we have
500s a video where uh I sat down with our CEO
503s Stefan and we talked about like the
505s various iterations of satisfactory and
507s like the prototyping faces that's on our
509s YouTube channel
510s uh and this area is is heavily like uh
513s there's there's a part of that video
514s when it comes to the later stages of
516s satisfactory where this area is like
517s kind of came to be and most of that
520s video is like in this area in this like
522s where I'm building like a little Factory
523s here
524s um yeah it's wild to look at this area
526s now and look at from that video
529s yeah like it's a much more uh empty it's
533s much more teal like the respect when we
535s have teal grass kind of as a default and
537s just very very different vibe in general
540s and like the the this landscape was much
543s more open leading towards this area
545s because I think like one of our starting
546s zones was like here or something and you
548s walk down like uh
550s waterfall Maybe
552s I think or something like that
554s I can't remember
555s but uh yeah this is this is the area I
558s think of what I think of like
560s the early stages this this area reminds
562s me of the uh the um hand mining
566s um minigame yeah oh yes it's true yeah
571s yeah for those who don't know there's a
573s there's a video that probably you and
575s Stefan talked about but there's also
576s like a video that I had made from 2017
578s which is actually has been uploaded to
581s the YouTube channel
582s um where you can see that in the past if
584s you wanted to hand mine something from a
586s deposit you have to like time your
589s clicks with this little mini game and it
591s was super obnoxious but I think I think
593s the motivation for that at that time was
594s like to to discourage hand money and and
597s encourage you to move on from it or
599s something like that yeah but it turns
600s out they were probably just better ways
602s for us to accomplish that uh yeah
605s yeah one thing I should also mention
607s probably is that uh we're in editor
609s right now and in editor everything is
611s not loading the same way it does in the
613s game so sometimes foliage would look
615s kind of strange
616s um um and it's like partly because
619s uh I have it on like a weird setting it
623s makes it like more smoother to like work
624s in editor uh so like it the the stuff
627s you see in editor here doesn't
628s necessarily reflect what it's going to
630s look like in the game because in editor
632s is also loading a bunch of other [ __ ] uh
634s that very heavily ties down the editor
638s um and uh so there's there's like a
640s bunch of issues with like grass not
641s loading in properly and stuff like that
643s and that's not like reflective in the
646s game because in the game it doesn't
647s actually load the same way I think yeah
649s or something like that it's like some of
650s the cliffs here also will like not have
653s grass at all it's the same deal there
655s like they will load in in-game but in
656s editor they don't load in at the moment
658s yeah it's a it's a new tool that we've
660s been using to optimize kind of how our
663s Grass Works because in the in the past
667s we've painted grass on top of cliffs uh
671s to to make sure there is stuff there so
674s it's grass was painted as a foliage type
676s when it was not on landscape which is
678s extremely unoptimized uh and basically
681s it it just it's not great for
683s performance so we have this new tool
685s uh
686s that projects grass on cliffs but in
690s editor you don't see the grass on the
692s cliff so you see empty Cliffs
694s it's like in editor but in game they
697s would have grass so it's kind of a yeah
700s so here's one area that I think a lot of
702s people want to check out and it's the uh
704s yeah
706s um and I believe the shot we used in the
709s video is over here it doesn't reveal too
711s much but I think this this is like
712s roughly what you saw in the video this
714s is what it is yeah so
716s exactly so when this shot as you can see
718s now you can have those those pillars on
721s the left and also the pillars of
723s sandstone on the right like all the
724s Sandstone stuff is brand new and a lot
727s of the the Great Clips have been
729s converted here to make the transition a
732s lot nicer so transition from the desert
734s into like sparkles and reinforest here
737s now we've taken care of keeping them in
741s roughly the same spots
743s uh as the Great Clips but since they're
745s shaped so differently the two sets uh
748s there's bound to be some differences
752s so hopefully it won't really break too
754s much but there's a good chance some
756s things will be strange
758s from the conversations that we had uh
760s Hannah yeah I feel like this is probably
762s the biggest candidate area for Cliffs
765s swallowing up Factory buildings I don't
767s know if many people built here but like
769s if you do yeah there is an oil oh yeah
772s yeah there is a chance yeah there's
774s probably people have built here and yeah
776s the the landscape itself shouldn't have
778s changed too much uh and the cliffs like
781s we try to place them as inoffensive as
783s possible when we do any changes
785s but uh you know you never quite know
788s what the impact is going to be
792s so yeah that's what it looks like I
794s don't know if uh
796s when you go deeper into it as a canvas I
799s don't know how much has changed here
802s yeah it's all the foliage has changed
804s here because we
806s we've essentially made it a transition
808s biome instead of a kind of a separate
810s biome It's usually the the way we think
814s of a biome is that each biome has its
816s own climate its own theme its own like
818s asset sets and stuff like some biomes
821s will share assets with each other
823s uh but this one it kind of just it was
826s so small and it it was kind of like this
829s Nexus between four different biomes in a
831s way that we figured that it might be
834s nicer to just make this full-on
836s transition area
838s um so we've converted it entirely into
840s transition spaces so we've taken assets
843s and themes from spiracles from learning
847s forest from Titan forest and from Dune
849s desert
850s and kind of like try to mix them in ways
853s that made sense so make everything kind
856s of feel like less of a harsh transition
858s essentially this part in particular is
861s pretty interesting I feel like because
862s it's like it's like three different
864s biomes ish that's like joined up
866s together here ish it's like it goes up
869s into Northern forests uh like in this
871s direction and it's going out to like the
874s the maze Canyon and stuff entitle forest
876s and then over here it's like going to
878s the desert
879s yep
880s that's fun these transition areas are
882s always
884s interesting I assume to make because it
886s feels like it's uh those are the hardest
888s ones to make they're pretty tricky yeah
890s because you kind of gotta find assets
893s that match between areas
895s and sometimes that's
897s very hard
898s because some areas are somatically in
901s and Palette wise so different that it's
903s kind of hard to find commonalities and
906s then usually what you do to make a
909s transition kind of nicer is to remove
911s assets over time to kind of have like
913s more empty spots that are kind of more
915s neutral usually like making it kind of
918s Rocky Works Sandy sand and rock is a
921s great way to transition things
924s yeah it's an interesting character
925s because they're pretty Universal got the
926s mix here between this here
928s yeah
931s uh duct tape Jake us is just running in
933s up under 105 yes it is yes uh and then
936s also uh another question which uh I
939s think is fairly relevant
941s um
942s is will we see changes to the road slash
944s path Network yes and I believe that's in
948s an area of Focus right that has been an
950s area of focus because a lot of the areas
952s we've been tackling in this update are
954s ones that kind of had navigational
955s trouble
956s in the sense that like they're either
959s hard to navigate for vehicles or they're
961s even hard to navigate on foot like red
963s jungle is very easy to get lost in uh in
966s the past
968s uh and so we we've been very much having
971s a focus on building kind of these
973s natural roads that don't necessarily
975s look like traditional roads but still
978s kind of allow for free-form vehicle
981s travel or allow you to build more easily
984s uh in ways so you're not blocked as much
987s in that yeah like a big truck trains
989s sixth floor whatever you want to take
991s would work there so in we've done that
995s in Rocky desert we've done that in uh
997s Eastern Dune Forest
999s uh we haven't really done too much of
1001s that in time for us because it's more of
1003s a an exploration area so the focus there
1005s lies Less on being able to travel
1008s through it and more on having those
1009s Ventures I think it's that makes sense
1011s to have some areas that like are not
1013s intended for trap you know so you have
1015s to yeah for vehicles so you have to find
1017s other means to move around yeah exactly
1019s and red jungle so it's been more
1021s suitable for on foot traversal but uh
1025s it's not super great for vehicles
1027s because it's a an absolute it's a kind
1029s of like an end game
1031s Adventure Place yeah wait but uh red
1035s jungle has that gotten some path work
1038s done to it at all
1041s footpath smart oh okay oh not not so
1044s much for vehicles because yeah I
1045s remember there being some changes to
1046s pass but it's footpaths I get it yeah
1048s exactly we'll show that how to get
1050s around it I guess a little better we'll
1052s get to that part I just need to like
1054s pull up uh the uh I think I feel like I
1056s need to pull up the map with the changes
1058s uh just so I can remind myself again
1061s what actually has changed uh uh plan map
1065s changes we have on our press kit for the
1067s record we have
1070s um if you check on under update eight
1071s there's like a section where uh Jace
1074s made these like
1075s uh together with Hannah there's like
1078s plan map changes with sections of the
1081s map in regards to like what we're
1082s planning to do with this update but also
1083s in the future so if you're wondering
1085s like how will the map still change like
1088s that's the best place to go to to check
1090s it out uh I could links in the chat
1092s right now you did okay cool I was just
1095s about to I got your Fame yeah
1099s um because it doesn't according to the
1102s plan map changes in update uh there's
1105s not too many changes in like
1107s uh whoops I tried to I just try to open
1109s an OBS then move the camera uh I don't
1112s think there's too many changes like in
1114s the desert or no we haven't made any
1117s changes in teen desert yeah uh I think
1120s one thing that some people picked up on
1123s a couple of weeks ago when we're showing
1124s specifically this Vista is like since
1127s we're moved to nanite this is unrelated
1128s in five and we're using nanite on is it
1131s all the cliffs now or is it just like a
1133s subset of clips
1137s sure
1138s sure I am not I'm not uh
1142s is that a Ben question it's a then
1144s question yes so so uh there's a lot of
1148s manite in the scene actually
1150s yeah so so this is a representation of
1152s everything that's using nanite which is
1153s unreal it's like it's what it's
1156s essentially when it's streaming in parts
1158s of the mesh uh so like if you're very
1161s far away from a mesh it will only load
1162s in like the triangles that actually
1163s rendered
1165s uh the main benefit of us doing this is
1168s we don't need to rely on lods for a lot
1171s of objects in the scene
1173s um which makes it so that like when
1175s you're far away we used to have like
1176s these uh models that we'd like to switch
1179s out so like the further away from
1180s something it starts switching out models
1182s with nanite you don't really need to do
1184s that anymore because it's like doing
1185s that on the same model it's just
1186s changing like the um how like highly
1189s defined the model is depending on how
1191s far how densely the yeah okay uh and the
1195s real benefit for us specifically on
1199s doing on the cliffs is that they look a
1201s lot more detailed on in the distance
1202s compared to how they did it used to look
1204s like yeah damn it really specifically
1207s like I'd love to see a side by side or
1209s something maybe yeah do one day but yeah
1214s um
1215s wait do I have it wait maybe I have it
1217s actually one second oh
1219s we it'll it'll cut off
1222s audio maybe we'll see it was this one so
1227s this is update six seven seven
1230s uh and then switches to
1233s update 8 here
1236s oh damn so you can see the like
1239s the difference in if you check the uh is
1243s it good oh wow yeah so much more detail
1246s yeah I think the mic was on for that
1248s yeah hopefully
1250s um do it again
1253s yeah
1255s yeah the sharpness look I mean oh man
1257s can you proceed like just a couple
1259s frames is that easy to do or yeah oh man
1262s like I wish I could point at what I'm
1263s looking at here but like uh how do I
1266s just some of the structures in the
1268s distance you can see yeah like
1270s they look sad and muddy before but then
1272s they're like crisp even the close-up
1275s stuff because the lighting it works so
1277s much better with it yeah that's true
1278s that's true because the all the normal
1280s mapping on the
1282s on the uh sorry
1284s on the cliffs makes this also lighting
1286s looks a lot more detailed Jesus okay
1288s give people a little bit of a warning
1289s when you come come back to my face
1292s jump scare a thousand people Jesus
1294s Christ yeah
1297s um and uh one question that I get a lot
1301s is whether we're going to use nanite for
1303s foliage and at the moment I don't think
1305s we will because it's a lot of work that
1307s needs to be done
1309s um and it's not like a thing where we
1311s can just convert easily all the foliage
1313s on the map uh to nanite unfortunately
1317s I know that I know that our real has
1319s tools to convert meshes to nanite but
1322s unfortunately it probably it doesn't
1323s work out for our foliage apparently I
1326s don't know the details Ben just gave me
1328s the the rundown
1330s um
1331s uh we essentially need to like rework
1333s all the foliage on the map and it's just
1335s too much work for us at this point
1337s um I poop fish get help if you're
1339s pooping
1341s um big trees are nanite too are they can
1343s you enable nanite Vision no I don't
1346s think so okay uh it might be though
1349s let's see maybe maybe the titanforce but
1352s there's
1353s there's their place aesthetic measures
1355s they're not foliage oh okay yeah so the
1357s trees are also nanite 14. essentially
1360s function as Cliffs do but they're yeah
1362s giant trees instead which also
1365s completely new and I saw a question come
1367s by about being able to walk around the
1370s branches and yeah you should be able to
1372s there shouldn't be the the usual
1374s Collision around them that completely
1375s blocked you from approaching them you
1377s should be able to actually you can make
1379s little tree houses yep
1381s that's the idea
1385s there you go there you go that's where I
1387s can show Collision I think there is uh
1389s no it should be it's like
1391s is it this one I don't know if it's
1394s player Collision if it's oh let's see if
1395s it crashes
1396s oh there might be a lot of collision
1398s actually
1399s oh no get ready for imminent crash
1402s wait wait wait for it a little scary
1407s wait for it
1408s I think you gotta be crushed
1410s oh
1411s let's go let's Little Machines doing it
1414s yeah
1416s by the way little machine this isn't
1418s even on my this is actually on a
1421s completely different computer uh and
1424s it's a pretty beefy one too and it's
1426s still kind of struggling so uh oh yeah
1429s but it's mostly this like visualization
1430s stuff that's heavy especially this one
1433s in particular let's see how long oh why
1435s did you do that
1437s because I'm curious
1440s this one yeah that was initially
1443s yeah no it's also it's also like it does
1446s usually fine when you have a small
1448s section of the map loaded but when you
1450s have the whole map loaded that is a lot
1452s oh yeah I've loaded the entire thing
1454s with that even the high-end ones it's
1457s that was also not something we could do
1460s this is also based on the world
1461s partitioning system which we discussed
1463s in the Unreal Engine 5 Tool stuff but it
1466s I it's really in this area that you're
1468s working Hannah where I think you you
1470s guys are taking most advantage of that
1471s system
1473s uh with how you sort of work
1475s uh with the environment yeah I mean just
1478s just any of the later map changes like
1480s once I switch to Unreal five like with
1483s the new world petitioning especially
1484s once it got kind of like um
1487s we got a little map in engine where it
1490s could select essentially which area we
1492s want to load
1494s um and that makes it both easier and
1497s harder to to work in similar areas but
1502s also because like normally if you would
1503s do any work in a tile like if you would
1506s move a tree in the tile it would check
1509s out the tile now it just checks out the
1512s tree which means that we can technically
1515s work in similar areas at the same time
1518s as long as we don't touch the same
1520s assets
1522s um so it's been nicer in the sense that
1526s we've been being able to work much more
1528s accurately and the nice thing about it
1529s too is that the loading for you all is
1533s going to change and be much more
1535s optimized because it's not going to load
1536s a whole [ __ ] tile
1538s uh when you get close to it anymore it's
1540s going to load like smaller parts of it
1542s yeah have you relevant to you have you
1545s uh have you personally noticed uh
1547s benefits in that area when you jump like
1549s actually into the game and run around or
1553s not per se
1556s per se mostly because uh unreal 5 itself
1559s is pretty uh right so yeah it's hard to
1563s compare to the it's it's hard to compare
1565s but like in the game itself probably yes
1567s uh but in in engine it's very different
1569s uh because of how things are loaded yeah
1572s and I also I don't actually play that
1575s much I kind of have this weird thing
1577s where I I'm so familiar with this game
1580s at some point also yes brand new Rocky
1582s desert hello first first look
1584s uh this is an area I'm currently working
1587s in so you're gonna be able to see some
1589s in-progress stuff here like some of the
1591s LEDs of stuff is broke are broken as
1593s well but
1595s um
1596s I've been doing a lot of work here with
1599s foliage and and refining Landscaping
1603s uh because this area
1605s of out of all the starting areas was the
1608s longest one ago that we've touched so it
1611s was a lot of old stuff was left here
1614s so it took quite a bit of work I
1616s remember when we were talking about the
1617s Spire Coast uh that like you mentioned
1621s how
1622s the style or whatever like how when you
1625s wouldn't realize things like how to
1626s detail the map and like how to work with
1629s it that you keep going back and be like
1630s now I've improved like how to do it so
1632s now I want to go back to the old areas
1634s that were technically finished yeah uh
1637s because and I feel like rocket as it was
1638s like there was like a huge contrast
1640s between like rocket asset being like one
1642s of the oldest areas like how it was made
1644s compared to like sparkles which was the
1646s newest area like brand new shiny and
1648s then like really old yeah yeah
1652s um but this was an area that we didn't
1653s have too much b-roll off because uh I
1656s didn't have time but also I wasn't too
1658s sure what areas were new in the rocket
1660s doesn't because at that time I'd only
1662s worked on some smaller parts of it now
1665s the majority of it had
1667s into the new stuff yeah
1670s um I think one one part of this that was
1672s interesting to me when you were showing
1673s me around how to and this is more of
1674s just like Minor Details was like if you
1676s can go forward a little bit to that road
1678s uh snook this is gonna be really hard to
1680s give you directions so follow this road
1681s keep following keep following keep
1682s following keep following keep going keep
1683s going and stop around here just these
1686s transitions are out with these slopes
1687s here on on the right there yeah um and
1689s also uh just you know just smooth that
1691s kind of things out and then there's like
1692s some small rocks that have like sand
1695s coming down off the side of them I think
1696s there's some to the left of you snip and
1698s forward
1699s um yeah if we go a little further and
1701s then to the right there on your right
1703s yeah yeah right there so like you can
1704s sort of see like these little details
1706s where it's like uh yes
1709s perfect so it's just kind of like the
1711s the scent the erosion from the scent
1713s kind of like
1714s reaches up a little bit to the rock face
1716s you know kind of just like these tiny
1718s little details which weren't impact
1719s things much but I think it was like a
1720s really nice attention to detail yeah
1722s exactly there was a lot of rough
1724s Landscaping in this area too like a lot
1726s of really uh like sharp ridges uh and
1730s kind of weird
1731s gravel and Cliff painting that was done
1734s on a landscape here which I've mostly
1736s also made much more subtle and much more
1738s kind of the transitions are much gentler
1741s now instead of kind of like that harsh
1743s cut off lines
1745s um that we've had before and most of the
1747s landscape changes that I've done here is
1749s moving it lower and smoothing it out
1751s which means that ideally it shouldn't
1754s clip into the factory but underneath
1757s instead so you know at first we have
1760s some floating stuff
1761s I hope there might be some Corners where
1764s it's a little bit more iffy but it's
1765s really it shouldn't be too bad
1769s so one thing we talked about before the
1771s stream was this like abroads
1773s specifically and you mentioned it here
1775s on chain two that like a lot of areas
1776s have gotten roads that's new this is a
1779s road that didn't exist at all before a
1781s lot of places here a lot of the kind of
1783s things that were kind of almost roads
1786s but not quite because they were blocked
1787s in specific places or they were too
1789s narrow or things like that I've improved
1792s to to be much more suitable for vehicles
1795s and so now you can instead of there
1797s there are no dead ends anymore or at
1800s least a lot less of them and you can
1802s actually just go around the area much
1804s more smoothly than before
1807s then here's here's a shot if you guys
1810s remember this shot
1811s oh
1813s this is uh won't be announced signals is
1815s this
1817s exact tree
1819s there it is
1821s the cacti have been fully reworked too
1823s oh let's do some cacti
1842s it's got some toxic material in it and
1845s we're all tripping balls now are we all
1848s Saka from everything yeah
1851s that's a Pokemon yeah it kind of looks
1853s like what's the oh what's the name of
1854s the Pokemon oh
1857s is that it I can't remember I think it's
1859s Sudowoodo right it's like
1862s fourth third generation wait
1865s yeah it's Pokemon Gold right gold and
1867s silver a character always Final Fantasy
1869s that's the difference yeah right see
1871s we've got rainmakers yeah pretty sure it
1874s is cacturn cactoon maybe it's that turn
1877s yeah
1879s wait so are these new I don't know why
1882s but I just thinking yeah I mean there
1884s were cacti before but we did a full
1886s rework of them yeah
1889s palm trees oh cool sick yeah I like that
1895s a lot of like assets kind of uh oh
1900s my pride and joy
1902s floating rock that that counts as rock
1905s progress I don't know Hannah
1909s someone's colors someone said before pay
1913s rise for Hannah you need to understand
1914s yeah yeah balance in all things
1918s she makes it perfectly balanced crazy
1921s things and then does that yes and then I
1924s ruin it with one this stick yeah
1928s you cannot make mistakes we're gonna pay
1931s for you
1932s we've done a lot of color balancing in
1934s this area too like tweaking colors of of
1936s assets and landscape and stuff to kind
1939s of make the palette uh nicer as well
1942s some people were asking yeah a few
1943s people have asked about the shore and
1945s the beaches of this area oh yeah that's
1946s stuff that I haven't touched yet so this
1948s is stuff that's still in progress and we
1951s could say that this is an area without
1952s Vistas here so you can it's kind of yeah
1954s now you can see some more flooding stuff
1956s floating farts
1958s I don't know Hannah
1960s um
1964s the entire area at once all right okay
1967s I'll go stop the vibe for this
1970s but uh I think I saw someone talk about
1973s a part of the shore here that's like at
1975s the very left top corner uh that had
1979s like a lot of clams and stuff that made
1981s it really hard to drive there those are
1984s have been removed and this is serious
1987s about that area yeah exactly but oh this
1989s looks very different yeah yeah and uh
1994s plus the word the other assets there are
1997s also going to be uh moved around so that
2000s it's gonna be actually uh there used to
2003s be a rock here uh yeah exactly there's a
2006s lot of deprecated assets which means
2007s other assets that aren't deprecated or
2009s floating because they were painted on
2010s top of deprecated assets
2012s those are new uh like we have a new
2015s version of these that replaces the old
2017s versions of those
2018s yeah this is all stuff that's still like
2021s half done I've removed a lot of stuff
2023s here a lot of deprecated assets but I'm
2026s gonna add the new stuff later and a lot
2029s of Chef stuff
2031s does this area loop around if you drive
2034s here I'm trying to remember
2035s and you go over here
2038s this just goes oh this goes down to the
2040s yeah it's yellow enough that I can make
2042s a road there once I remove all the
2044s assets uh right that would block you but
2047s yeah up here oh this goes up here for
2048s sure and then there's like the oil stuff
2050s over here right and now you're in an
2053s area that I'm working on right now this
2055s is exactly what I promote oh live up
2058s this yes
2060s this one's in progress oh man the Vista
2063s in the back though oh yeah like isn't
2066s that sick very nice I managed to get the
2068s planet perfectly in line through yeah
2073s uh signpost Mario saying lots of content
2076s to update for blamehana.com site now
2079s well you gotta um you gotta make sure
2082s you gotta check it after it's released
2084s all right because it might get fixed
2085s before then
2086s mm-hmm all right so it doesn't count
2089s unless it's live exactly
2094s uh cool is anything else in this region
2098s that's interesting to show off
2101s uh I mean if you go down that little
2103s Valley there uh on the left Uh I that
2108s was full of really old Coral assets that
2111s were all deprecated uh so I've removed
2115s those
2116s uh and I will be replacing this with
2119s other stuff
2121s um so now this one looks a lot more
2123s empty than it was before that's luck and
2126s a lot of floating stuff because it was
2127s placed on the coral on the coral yeah
2129s yeah yeah I mean that's something I
2131s should should uh tell you too because
2133s when we do World updates to an area like
2136s after that's done level comes into fixed
2139s stuff
2141s um so most likely like uh kind of more
2145s the gameplay things like slugs uh
2148s animals
2150s like Summer's Loop versus spheres that
2151s kind of stuff will not be updated yet in
2155s this area once it goes live
2158s um because that takes uh more time after
2161s I'm done
2162s it's all very in progress and empty
2165s because we do oh yeah and this cool area
2167s that if you go through the rock on the
2169s right yep yeah are you mean here yeah
2172s exactly this one also very different
2175s uh this one had a lot of weird lasting
2179s things and also old assets and I've
2181s fully converted it to be a transition
2182s area between Northern forests
2188s it used to be green which was kind of a
2191s Hard Sell
2193s um for a place that that's in a desert
2196s right
2199s oh I think this is really different
2201s actually because I've got stuff built
2202s here yeah I just realized is that Inlet
2204s different as well or am I imagining
2206s things no no I haven't
2208s haven't changed the shape of things here
2211s there used to be a slug on this
2215s someone's Heads Are Gonna Roll
2217s oh it's gone now no wait I might be
2220s misremembering actually because I think
2222s I think the one of the thingies spawn
2224s here one of the Hogs Hogs you spawn here
2228s yeah
2230s the the folks that are worried about
2232s their factories here it should be fine
2234s I've mostly done landscape painting and
2237s foliage to work here so if you have a
2240s chainsaw you're gonna be A-Okay I've
2243s done some landscape sculpting as well in
2247s kind of the higher up area mainly but
2250s it's all essentially been like lowering
2252s landscape so it should all be good
2258s I can never fully predict what's gonna
2261s happen here
2262s anymore and I haven't done stuff up here
2265s yet but only down wait isn't there a
2267s iron thingy up here somewhere there it
2269s is oh my God this looks very different
2270s yeah I've just
2274s a question from uh bits Hannah have you
2277s played around with any bioluminescence
2278s for plants just for visuals
2283s illuminescent plants in general and
2285s yeah yeah yeah
2286s we love that stuff we have some in caves
2289s right we have some in caves uh we have
2292s some in Titan Forest
2294s and I mean we have also of course the
2297s North Forest of the acorns Industries
2299s are bioluminescent
2300s I don't know if it shows up let's show
2302s an editor no it doesn't show up with
2304s this lighting system you need a
2306s different one
2307s um to change the time of day for the
2310s yeah the assets to update with the Bible
2312s I think this one only updates the
2316s uh
2318s yeah it doesn't update the material it
2319s only changes the directional lights in
2321s the scene yeah exactly so uh I don't I'm
2324s not sure if we can show that off here
2326s sadly no but yeah technically we could
2328s but then we need to load it to the game
2330s we love bioluminescence it's great it's
2333s it's we always think it looks great so
2335s we tend to add it to areas if we can
2341s um is there is there a cave here that's
2344s new in this area
2347s there there's K's we can show off and
2350s just
2351s um
2353s wondering which one we should pick I
2356s think okay so it's not the one with the
2358s because you sent not the one with the
2360s thing if that makes sense okay yeah okay
2363s Hannah knows what I'm talking about yeah
2365s I think I do yeah uh because I think
2367s that's actually in this area maybe
2371s you sent me two you sent me two when we
2373s talked about this you sent me two links
2374s and one of them has okay with that thing
2376s in it yeah uh now uh
2383s uh uh kind of the the Rocks between
2385s swamp and desert Canyons
2388s that that have a little bit of Titan
2389s force on top of them because there's a
2391s cave below there
2393s that has been worked on
2397s uh let's see here all right
2401s yeah okay uh turn the 180
2407s is it not the waterfalls right not the
2410s waterfalls caves no there's there's one
2412s like oh waterfalls cave confirmed uh I
2415s didn't say that you're no this is not we
2418s are they visible if I do this by the way
2420s this is an old one this is
2423s because it used to be so the way it used
2425s to work we had like a separate loading
2427s system for the caves specifically they
2429s were part of like a subtitle which is
2431s three separate levels but now it's all
2432s together oh nice
2435s um so they should pop like if I just go
2437s through the world they I should be able
2438s to spot them maybe
2440s right
2448s okay so okay if you start yes 180 180
2454s this Direction that's more than 180 but
2456s sure go left
2459s for the left for the left further left
2462s oh it's like on the other side of this
2463s one
2472s it's good great y'all treasure hunt yeah
2474s yeah
2476s okay go further left
2478s basically you need to go to the rock
2480s wall not where the waterfalls are but
2482s where the the kind of the outshit of of
2485s Titan trees are gotcha yeah exactly that
2488s you're going the right way okay now go
2489s low
2490s underneath these rocks there you go yep
2492s yeah you got it here you go
2495s oh this is where I shot the [ __ ]
2496s Beetle
2499s I knew about this one one angle I was
2503s thinking of doing for the b-roll was
2504s like this shot
2506s yes this is kind of weird uh has been
2509s fully converted but uh so the b-roll in
2512s the video is I think is where did I take
2516s this shot I think it's from here or
2517s something
2519s I think this is the shot I used in the
2521s video
2523s something like that
2525s it's got some like working progress
2526s waterfalls here uh yeah the water's all
2529s in progress and it keeps going here
2534s yeah I didn't do this cave by the way uh
2537s this was my intern
2539s okay then we can get some great work
2541s here
2542s come on editor what's going on
2545s oh boy it's really struggling there we
2548s go it's coming back I think it was
2549s loading in something does your intern
2550s have a name
2552s uh I don't know how much she wants to oh
2556s yeah maybe yeah
2559s that's true
2562s cool
2565s this I actually remember this cave
2567s before we changed it and uh it was very
2570s empty
2571s I don't remember these like what are
2573s these archers like these like stepping
2575s arches here though before
2579s there's like uh better jump puzzles here
2582s as well
2583s the navigation here has been improved
2587s people are liking the uh the cave stuff
2589s it does it looks really good
2591s this is also another area where where
2594s when showing it off in editor we don't
2596s get the full experience I would say
2603s in the caves I would say because the
2605s lighting doesn't really look uh the same
2609s in editor right now as it does in-game
2612s uh and I'm scared of doing play from
2615s here because it can really come yeah
2618s that's dangerous
2619s um we might do that further closer to
2622s the end of the stream we're like we're
2624s not as dependent on the editor as much
2625s where if the editor breaks down it's
2627s okay yeah yeah so ask can we build in
2629s this cave now yeah if it's converted
2631s like this you can totally build an
2632s escape if you really want so sparkly
2634s purple things mean it's safe to build
2636s yes
2639s until we change exactly if the editor is
2642s struggling does that mean the game will
2643s struggle too no no the editors will
2645s struggle more than the actual game does
2647s because the editor is doing way way way
2648s more
2651s um like dynamically as well with the
2653s stuff that's in the game then what will
2655s actually be when we when we export the
2656s game and cook it cook it all down
2659s um so editors always always slower also
2663s the actual game at the moment I have
2665s loaded the entire map uh you have the
2668s entire map loaded right now yes yes
2670s that's actually quite impressive yeah
2673s yes
2674s um this was not this was Technic this
2676s was sort of doable before too uh but it
2679s just it was a hassle but now I have
2681s actually loaded the entire map in one go
2684s uh and it is it is still doing a little
2687s bit of like when it's streaming in and
2688s out assets as we're moving along
2691s um there can be but there can be spots
2693s definitely where like if I'm high up and
2695s it's like loading in a ton of stuff at
2697s the same time I think there's still some
2698s distance calling happening on some stuff
2700s you can see when we're moving around
2701s yeah I think I've seen some as well
2702s because I think at the moment when we're
2705s in that cave I think it was loading in
2706s some of the assets that we hadn't loaded
2708s before and it's probably compiling a
2709s couple of shaders as well yeah
2714s um but yeah it's fully different too
2717s because it's part of uh Titan forest's
2719s transition area and I think it was
2722s pretty much empty before we hadn't shown
2724s off too much of the Titan form we
2726s haven't really shot off time first no
2728s um let me see if I can find the spot in
2730s the teaser uh it's like over here
2735s it's really tricky because I get lost
2737s here a lot
2739s uh yes okay yeah you gotta go further to
2742s the right because that's approaching the
2744s area that's still in progress
2747s there's like a lake somewhere
2750s small like
2753s like it's not this one oh yeah it's
2756s further uh yeah that way but on top of
2758s rocks so right right right right right
2763s up left far right there you go there you
2766s go yeah yeah
2768s that's the area where the shot the
2769s teaser
2774s there is no deposit on that node by the
2776s way I just added it because it looked
2777s better it's a teaser I know some people
2779s commented on that uh yeah actually no
2782s deposit there actually
2784s um
2784s yeah this area has been essentially
2788s received a full overhaul I um like all
2791s the big time trees have been replaced
2793s and all of all of the foliage has been
2795s replaced and I've also redone pretty
2797s much all of the landscape painting
2799s uh the sculpting and changing of cliffs
2803s not so much
2805s um we tried to keep it
2807s mostly the same if we could
2810s uh but yeah the and the centuries are
2813s all in the same spots as was mentioned
2815s in the video hello so they shouldn't
2817s affect your factory
2819s but yeah foleys will pop back up so
2821s that's uh because the trees are the hip
2824s box of the trees are a bit smaller than
2827s probably yeah
2829s oh that also reminds me there might be
2831s some stuff popping up like uh
2835s like random Vehicles might pop up here
2838s while flying around ignore that that's
2840s not supposed to be they rent a vehicle
2842s um
2843s I don't know why but sometimes there's
2846s been like stuff that
2848s it's like a little bit of confusion
2849s sometimes because sometimes when I've
2851s been working on these trailer related
2853s things uh some we need to sometimes when
2855s we're working the same scene we need to
2857s commit the changes we're doing
2859s uh sometimes I've committed stuff that's
2862s not supposed to be on the map
2863s accidentally uh
2866s so uh just be aware of that
2869s I think it's when you're just browsing
2871s through this area now unless you're like
2873s a reasonably play through this area I
2875s don't think many people might think that
2877s like to notice that there is a lot of
2879s changes here but if you do a
2880s side-by-side comparison like this area
2882s looks very new
2884s yes I mean you could go to the the
2886s corner that hasn't been converted yet to
2889s the new set and you couldn't show off
2890s how it looks when how the old stuff
2892s which corner is that is the uh it's
2895s close to Bamboo Fields it's like that
2897s that wall of cliffs before that wall of
2901s cliffs okay so like it's kind of like
2903s between yeah normally down here
2908s yeah
2910s I mean yeah that's that's old Titan
2913s first
2915s let me turn around that didn't work damn
2918s it 360. yeah so you can see yeah on this
2922s side here's the new kind of stuff uh
2924s that I've been building and on on the on
2926s the other side of the river you get more
2929s of the old stuff
2930s you got like nice purple highlights here
2936s transitions into Northern Forest more
2939s colors yeah
2940s uh can also mention I think we mentioned
2943s a couple of times but the water the that
2945s you see on throughout almost the entire
2947s map right like uh is probably gonna
2950s change as well
2951s uh that's this Lake stuff is like the
2954s material is pretty good like that one I
2956s think is yeah I think I think this one
2958s there's a couple of places where you can
2959s see like a harsh transition between like
2961s water and between areas
2964s uh and like the waterfalls in particular
2967s as well I think uh they're all
2969s placeholders because we have like this
2971s new water system that we we're gonna get
2974s a ride to it someday when I say we I
2977s mean Ben because Ben is the one who
2979s needs to sort of uh shout outs to Ben
2981s yeah thanks Ben helps a lot he's got too
2983s much [ __ ] on this plate
2985s um question from bacon of War are you
2987s using procedural foliage are you placing
2989s Shrubbery uh By Hand by hand
2993s all by hand try hard
2999s for crying half of the time a lot of the
3002s rocks that you know when people say like
3004s a floating Rock are like okay rocks
3006s aren't literal foliage they're not trees
3008s but uh in terms of unreal unreal engine
3010s are rocks considered foliage objects
3013s they are right so they're part of the
3014s foliage system
3016s um and and so like I hopefully like
3018s there's a bunch of people here hopefully
3020s we've seen like how much detail is like
3022s in the world I mean I guess you guys
3023s have seen that before but you've also
3024s seen how there's like uh we've seen like
3026s a lot of floating slugs other floating
3027s rocks because certain assets are
3029s deprecated and removed and like there's
3031s so many things everywhere hopefully this
3034s like the scale of like what we're
3035s working with and how many changes there
3037s are I think if you take that all into
3038s consideration and the fact that there
3040s are some rocks that float
3042s it's actually a very like quite a good
3045s achievement that like we we come across
3047s them every now and then considering how
3049s many assets you you place yeah we've
3053s never we've never been more than two
3054s people working on worlds yeah um
3058s through line
3061s um with that how are you guys like I
3064s mean it's we have tools of course like
3066s it's not by hand as if like I select a
3069s tree and I place it and I turn it and I
3071s scale it or something we have this like
3073s painting tool
3075s for which we can kind of set placement
3077s rules like between certain scales how
3080s how many kind of the the density of them
3083s within a specific area uh kind of like
3086s doing randomization turns so we don't
3089s have to tweak everything by hand but we
3092s still need to do that kind of painting
3094s yeah Everywhere by hand I think again
3097s sort of static meshes are placed like
3099s that I think I can demo that yeah can
3101s you demo it'd be pretty cool because
3102s like it's like a paintbrush that has
3104s like a bunch of different foliages that
3106s can be painted and it's sort of like in
3108s a way procedurally places them as you
3109s paint but then you still need to review
3111s and make sure that what you're placing
3113s is what you want like at the end of the
3115s day the tool just helps you place them
3116s but it's not as if it's just like a
3118s procedurally done by like an algorithm
3120s completely
3122s um Hana and crew uh somewhere empty uh
3125s okay let's see here if this works uh
3128s it's been a while since I did this
3131s landscape who you are to I don't have a
3134s yard but I do play The Sims so
3136s technically you have a yard then you
3138s have a yard in The Sims I absolutely
3141s yeah so I can I can show this real quick
3143s too because like when you when you talk
3144s about Landscaping like the the way that
3146s it works is we have like uh one mesh
3149s which acts like a landscape which is
3150s what you're sculpting on so like
3153s like here for instance
3157s um so like if I wanted to have like
3158s that's like plan essentially this is
3160s this is beautiful
3163s beautiful look they're mirrors this
3166s looks exactly like an actual Dune desert
3168s right uh yeah yeah and then are you
3171s watching Hannah taking notes Here Yeah
3172s Yeah Yeah I uh yeah I'm learning so much
3175s from the stream there's there's a bunch
3177s of really cool tools here too like this
3179s is like the erosion tool where like it
3181s fakes what if water was Dripping on top
3184s of this and stuff like that
3186s um and then we have like sorry no that's
3188s a Hider one wait good is the intern
3194s is that one
3196s exactly what I want yeah and then
3198s there's the ramp thing here we're like
3199s wait let me see if I remember to do this
3201s you can create like
3203s if you wanted to like create a fake ramp
3205s rolling up here wait how do you do this
3207s you need to like you have to apply it
3209s right
3209s oh it's different
3212s so like if you wanted to have like be
3214s able to drive up with a vehicle and you
3216s want that flat kind of thing you can do
3217s it that way uh there's also like if you
3220s want this to be like a plateau thing
3221s here you can do a flattened man sort of
3225s like
3226s yeah beautiful made a temple yeah and
3230s then on top of the landscape you do
3232s foliage painting
3233s uh
3238s wait it's in a different top within
3240s Landscaping so it's cool oh yeah that's
3242s true
3244s um and this is this is oh yeah that's a
3246s good product actually because like um if
3248s you want to paint like where you want to
3249s have like a path because the way we've
3251s set it up is the landscape is like one
3253s big materials essentially and then we
3254s have like sort of layers for that
3256s landscape so if you want to have like
3258s green parts of the thing does it work
3261s this way in this I haven't tried it out
3263s in the way we set up here
3265s uh
3266s uh here beautiful right so like you
3270s essentially paint what you want the the
3272s like
3273s what the landscape sort of texture will
3275s look like and if you want to have like a
3278s path or maybe like some kind of here's a
3280s red jungle or something
3282s uh
3284s and then you you we have like different
3286s ways to like blend them to make it look
3288s better because right now I just painting
3289s straight on and it kind of looks weird
3291s when it's repeating yeah there's there's
3293s ways you can but okay so here's one cool
3295s thing though with this material is that
3297s we have these like small bushes that
3299s appear That's part of like the the layer
3301s that I just painted on so like those
3303s don't need to be placed manually those
3305s are like part of the painting process
3306s and then depending on how you paint and
3308s sculpt
3310s um they will appear in different ways
3311s right
3312s uh that's a good that's a good point
3314s actually and then we have the the
3316s foliage thing of a jig
3318s where you pick sort of what assets you
3320s want to paint uh so like if you want to
3323s place a bunch of rocks here maybe
3325s if the editor wants to cooperate hello
3327s uh chat chat right now are torn between
3330s uh don't commit and commit
3334s git commit and get push forward I mean I
3338s think it's it's honestly clear that I'm
3341s gonna be out of a job soon because it's
3343s not just natural [ __ ] pro at this
3347s all right press one if you want snow to
3348s commit it too if you wanted to revert
3351s what do you what do you think it's still
3353s working
3361s yeah okay so here's here's how I'm like
3363s I'm painting the red bushes like where I
3366s want them I want them in this overall
3368s section yeah so it's kind of like that
3370s but then there's like a panel at the
3372s side that gives you a bunch of settings
3374s that can tell you this to make you
3377s control the size of things the density
3379s of the placement the rotation etc etc
3382s yeah and then like how it's randomized
3384s within the brush sort of right yeah
3386s because like right now you're just
3387s working with like this one red brushes
3389s but you can have like your like palette
3391s can be like little Bush rock and a tree
3394s right and so when you when you paint it
3396s paints Bush rocks and trees at whatever
3399s density and Etc that you've
3401s pre-configured right yeah yeah exactly
3403s you can even paint like different assets
3406s at the same time although that is kind
3408s of risky to do because they don't take
3411s into account the placement of the other
3413s type of assets so that you'll get a lot
3414s of clipping that way
3416s um okay yeah and then you can also set
3418s like density so like if you want I can't
3420s remember if it's like the higher you go
3422s the more appear I think it's the other
3424s way around yeah yeah so like the lower
3426s value density the less show up less
3428s dense
3429s exactly and then if I go full on one
3432s this is what Hannah just mentioned
3434s it's just
3435s this is like a little chaos Vineyard or
3438s something uh
3440s yeah yeah so just like I guess you you
3443s have like a subset of how do you define
3445s that do you have like subset of like
3446s okay now we're in Titan Forest which
3448s means that these this is that subset of
3450s assets that I can paint with uh yeah we
3453s have filters for that in the fondage
3455s tool where you can select oh my God you
3457s do oh [ __ ] I've never seen this before
3461s yeah this is new to me cool well
3463s previously you had to like find every
3465s asset myself like every time so this
3467s saves me so much effort oh I'm so scared
3470s of using this stuff because it might be
3471s stuff here that we don't want to show uh
3475s grass I think is safe
3479s yes maybe we've demonstrated what we
3481s needed I don't think there's anything in
3483s there
3483s in there it's uh all right there's
3485s definitely something here that I don't
3487s think uh I just noticed uh that we don't
3489s want to show off
3491s uh but this one looks fine because
3493s there's a bunch of these I can like when
3496s I see assets and this zero on the map
3498s that's when I get a little bit nervous
3499s yeah I mean that's usually deprecated
3502s stuff yeah yeah
3504s uh nothing there's there's no spoilers
3506s in there it's just kind of like oh we
3508s haven't used this in three years because
3510s we don't want it
3513s oh for some reason I can't apply the
3515s chase the bigger dad
3518s oh wow I wish you guys could see this
3521s it's like it also has like a sub filter
3522s too with like yep cool
3525s the subfilters are the biofilters
3528s um
3529s it's like
3531s salt water dead specifically yeah cool
3534s awesome
3535s um
3537s what was the thing we were talking about
3538s before we started doing this [ __ ]
3540s uh well I actually have another question
3542s which is sort of relevant to this or a
3543s thing to talk about
3545s um so one other thing that uh people run
3547s into is indestructible some trees are
3550s indestructible right yeah that should be
3554s um now is the system for that the same
3556s system that it has been for many years
3558s that I I made
3560s uh where you have to uh apply the
3562s destructible type to certain foliage
3564s types right and and so that so the way
3568s the way that and it's a weird system and
3571s it really is it doesn't really make
3573s sense why it needs to be this way
3575s um unless you Dive Right In but the way
3577s the the way that this works is because
3579s these foliage assets are they're all
3581s like grouped into one thing and and so
3583s so they're it's very hard to physically
3585s test what tree is in front of me and you
3588s have to do it
3590s within the the instance it's kind of
3591s weird
3592s um and and so the only way to make trees
3596s destructible is on their individual
3598s foliage types you can see here there's
3600s like little bushes uh there's like red
3602s bamboo trees there's green trees you
3605s need to go in each one of those asset
3606s types
3608s um and you you can apply certain
3610s um uh uh like
3612s uh
3614s yeah settings
3617s yeah Collision tag kind of thing
3620s whatever like certain like objects
3622s markers to them basically one of them is
3624s whether or not they can be destructed
3625s destructible parameters parameters is
3626s the work I'm looking for thank you
3628s um uh and and you can also apply like
3630s whether or not it can be picked up
3631s things like that and so whenever you
3633s come across like certain type of tree
3635s that should be should be able to be cut
3637s down but but it can't be it's because
3639s it's missing that tag and again like as
3641s you can see there's so many different
3642s types of foliage and I think it's not
3644s even we can't necessarily just apply it
3646s to each different type of foliage
3647s because different areas use different
3650s collections of foliage and you need to
3651s apply them individually to those or
3653s something like that so it's very easy to
3655s to miss like one thing here and there
3657s and then you get one area with one type
3659s of tree that can't be cut down anymore
3661s um yeah
3663s yeah and it's also something like if
3665s it's an asset that we're not sure we're
3667s gonna keep or if it's an asset that
3670s might be used in different areas then we
3671s probably
3673s don't really change the parameters until
3676s we're very certain like how it's going
3678s to be used and where it's going to be
3679s used
3680s and it's kind of uh like um probably a
3683s big pasta will do kind of once we've
3686s wrapped up most of our biomes where we
3688s go over all of the assets and make sure
3690s all the settings are correct and all the
3691s collisions correct and all that kind of
3693s stuff
3694s so uh okay here's a good follow-up
3697s question and here why aren't all trees
3699s cuttable by default and that that makes
3702s perfect logical sense but the way that
3704s these foliages work under the hood uh
3708s intuitively it is how you think but but
3711s uh like actually in the implementation
3713s in Unreal Engine how it works it does
3714s that doesn't make sense like because
3716s Unreal Engine doesn't know what a tree
3718s is there's just foliage right and
3720s foliage can be rocks in in terms of
3723s unreal how Unreal Engine considers
3725s things a foliage can be anything so
3728s there's no there's no way to define what
3730s is a tree what isn't a tree all we can
3732s do is apply foliages to how like palette
3735s and paintbrush and then tell Unreal
3738s Engine which ones are destructible trees
3739s and which ones are collectible bushes or
3743s whatever after the fact there's no way
3745s to really Define what isn't isn't a tree
3747s beforehand so like even though that like
3749s yes that makes sense and we wish it was
3751s that easy that's just simply not how it
3753s works under the hood and so we we can't
3755s consider it that way
3757s um yeah because one also one important
3759s fact to this as well is how the foliage
3763s Works in our game compared to how they
3765s work in a real engine because the
3767s foliage system that we have in
3768s satisfactory is isn't like is a custom
3772s solution and we've made for satisfactory
3774s because the thing you mentioned Jace
3776s where like when I click on this it it
3779s highlights all the bushes right because
3781s this is a big instance so when we render
3783s the foliage we don't render like one
3785s thing at a time we bulk them together
3787s and send like the data to the dpu we
3789s like render all this stuff which also
3791s means that each individual tree is not
3793s actually where it is no there's no
3795s object there like we can see this tree
3797s is at this location in the on the map
3798s but there is no game object of this
3801s plant that doesn't exist yeah it's
3804s that's a hard thing to wrap your head
3805s around but that's how it works yeah for
3807s optimization reasons
3809s um and in our game you can walk up to
3811s this specific Bush and pick that
3813s specific instance up and we have had to
3816s make a system and I we've remade that
3818s system three times now
3820s um for various I've had to go of it
3822s you've had a go of it right
3823s uh and and now in up to date there's
3825s going to be a new version of that folder
3827s system as well
3828s um where we sort of detect like which
3831s footage did you pick up and the reason
3833s why we've made it reworked it so many
3834s times is because of multiplayer because
3836s uh we need to be able to tell from the
3839s server like which which Bush did you
3841s pick up the problem is that all these
3843s instances are not deterministic on
3846s client and host uh they don't have like
3848s a like this specific Bush doesn't have
3852s the same ID on host and certain clients
3856s um so we have had made to make a system
3858s that kind of like
3859s figures out which bush is which Bush and
3863s then the added problem you mentioned
3865s where like you also need to be able like
3866s when you're looking at the bush so we
3867s can highlight the bush that's another
3869s problem and not the entire instance of
3871s all the bushes exactly because in
3873s default in a real engine if I want to
3875s highlight this particular Bush here
3877s it highlights the entire instant bulk
3879s that's why we used to have that issue
3880s way back when especially on multiplayer
3881s where people are like uh on client I
3883s can't pick up bushes and trees and I can
3885s understand from a player's perspective
3887s like this is like a basic thing why
3889s can't I just pick up and it's like
3891s actually it's really not that it's like
3893s it's like a complete pain in the ass
3894s it's like one of the most complex
3896s systems we have in the game yeah yeah
3898s it's like such a small part in the
3900s overall game really and the benefit of
3902s like dealing with this kind of stuff is
3904s that it's very performant
3906s but yeah after it because it makes all
3909s these assumptions to become more
3910s performant it also means that it's uh
3912s harder to work with because it makes
3914s certain assumptions that things work a
3915s specific way when and then we go against
3918s that yeah because I think I wonder if I
3920s can do this uh I want to Nuke the planet
3922s exactly
3926s I can't remember what the command is uh
3929s uh
3930s whatever ignore that yeah so so uh yeah
3933s the foolish system is is kind of custom
3935s made for our game uh and uh
3938s that's that's also one of the reasons
3940s why it's it's a bit tricky for us to
3942s just we can't replace it with nanite
3943s because it's our own folder system
3946s it doesn't go with the way epic has made
3949s it uh cool there were something else on
3953s my notes I kind of wanted to jump over
3954s to Bamboo Fields if we're done talking
3956s about this stuff something we talked
3958s about in the title force that we want to
3959s show off more
3961s I mean I also I also want to address
3963s like that there's there's always some
3965s questions about terraforming and it's
3966s kind of the same situation like it seems
3970s logical from a real perspective that it
3972s can just modify the terrain but in order
3974s to support that in a game you need to
3976s make an insane kind of system for it and
3979s the way the landscape is generated
3980s doesn't support that at all and we would
3982s have to make a whole different system
3984s for that and like seeing it like be uh
3989s being done in the engine you have an
3992s entire engine that facilitates that kind
3994s of stuff our game does not have that it
3996s would require us to like
3998s create a whole bunch of different
4000s features to do that and we don't really
4002s see the benefit uh for this game of
4004s doing that either of like how much
4006s terraforming would add versus how much
4009s work it would be to add that
4012s um if a game is designed from the ground
4014s up with that in mind of course yes it's
4016s a part of that game it's part of that
4018s vision and everything ties into that for
4020s us it would be kind of a gimmick and
4022s most
4024s unless we address all the design issues
4026s that come with it but that's that's a
4028s whole can of work that would add years
4029s to our development yeah literally and
4031s and then at that point and then even if
4033s we did it at the end we'd like is how
4035s much better is the game maybe like two
4037s percent better but yeah I don't know the
4040s cost benefit like way it's just way way
4043s heavier on the cost side so it's not
4045s worth it for us to do these kind of
4047s things
4049s yep yep dope so let's let's move over to
4053s uh
4054s the the elephant in the room uh all
4057s right no actually let's show up red
4058s jungle first actually yes
4062s I'm so I'm so happy I finally got to
4065s work on this area because I was uh uh
4068s the old red jump or the way the the
4071s version of it that everyone still has uh
4074s uh has the Christmas palette my my most
4078s wait what is it green and red Christmas
4083s I never liked it
4085s so the story about red jungle is like
4087s red jungle is one of the last areas I
4089s worked on just before we went to
4093s Early Access just before the game went
4095s live for everybody and basically we
4099s didn't really have the assets to make a
4101s red jungle we didn't even have red like
4102s landscape grass at that point
4105s um so it kind of just made do with our
4107s library and what we had at the time and
4110s that was like
4111s half of the stuff we actually needed
4116s so now we finally got around to it uh
4119s and I got to make it in a proper red
4121s jungle so we had like yeah like full
4124s repainting of the terrain uh the red
4127s trees are still the same but like yeah
4129s all of the Lancia painting is different
4130s all of the small foliage just completely
4132s overhauled it's it it is a proper red
4134s jungle though actually
4136s Oh no you're answering that the bamboo
4139s feels tradition yeah go away go away
4142s if anything it's like an interesting
4145s kind of trend uh you know uh before and
4147s after right I don't know oh yeah yeah I
4149s mean this is looking super like dense
4151s and Lush as well like in certain parts
4153s super nice more towards the right you're
4156s going to you're going towards bamboo
4157s Fields uh so yeah I have to because the
4159s thing for me I think also because you're
4161s working with this Hannah but like part
4163s of me is like wow that Booth feels still
4165s kind of looks dope right now even though
4167s it's in this weird State uh because when
4169s I was scouting uh the teaser that got
4172s scrapped the original first video we
4174s were going to release uh I filmed a lot
4176s of stuff in bamboo fields and then you
4178s were like no it's all broken I'm like
4179s well it looks cool though I like
4182s I mean the ideas are there uh because
4185s like with red jungle it was kind of less
4187s so yeah here there's still here's one of
4188s the examples I mentioned before
4189s beautifully in progress yeah
4191s so yeah this new water is is much better
4195s uh it was kind of like this red
4197s like red green
4199s disgusting stuff on there before it was
4202s bad
4204s uh
4207s yeah I also have something that changed
4208s in this in this area that there's more
4210s like open Parts more paths uh clearly
4213s going through the area so is this less
4215s like claustrophobic in general this is
4218s shallow water right so you can still
4219s drive here
4220s uh some of it is some of it isn't yeah
4225s because it's a lot of like more dense so
4227s it's harder to like drive around here
4228s they feel like this is more of a you're
4230s under
4231s foots
4232s pathing here
4234s yeah stuff like that exactly it's all
4236s like that's all fairly new like the
4239s passing that's there
4242s I have to remind myself where I am
4244s constantly because I keep getting
4247s going we're going towards bambo field
4248s because there's still a bit of it yeah
4251s yeah
4251s this all lower areas well
4256s there's so much change happening to base
4257s terrain uh in here no again it's like
4261s it's all small changes it's like
4264s smoothing and mostly painting and like
4267s just getting rid of the rough edges uh
4270s those kind of things it it shouldn't
4272s affect you
4275s uh not really
4277s you know should again as always
4280s you can hear the correct thing
4283s into the nuclear
4284s uh
4286s there was a ridge somewhere around here
4288s I don't remember if we used this footage
4290s in the world video but there was there
4292s was actually a shot that I made where
4294s there was like a tick walking on like a
4296s path
4298s it was like shot downward I had to
4300s remove like a whole [ __ ] rock to get
4303s that shot
4304s uh and we didn't use that shot I think I
4307s put so much effort into that one oh well
4310s still hurting yeah or at least the snow
4315s cut yeah yeah who's this the snow cut
4318s for sure yeah
4321s yeah this this air is dope I love
4323s um red jungle was one of my favorite
4325s eras to run around and when I started
4327s playing the game for the first time what
4328s was wrong with you but that was
4330s terrifying
4331s oh yeah now we're going into bamboo
4333s Fields it's such a dude I'm constantly
4336s on the corner here like yeah yeah
4342s yeah with the The overhanging Cliffs and
4344s stuff oh yeah we can do that
4346s let's go Gamers
4349s oh does that actually be a pretty cool
4351s like drone you know uh PVE drone which
4354s is your drone hey editing progress area
4357s this is
4359s ignore that it's just that
4362s go fast I gotta go fast and they do like
4366s yeah
4369s I'm about to throw up we're gonna we're
4372s gonna have like 1600 people about to
4374s throw 700.
4376s oh here it is oh no oh wait it's there
4379s that was not supposed to be there
4384s commit commit it no this is already
4387s committed
4388s yes oh wait wait I wonder if it's
4391s actually committed though because it
4392s might be I'm still on my branch
4394s but this is the shot I was working on uh
4397s I had to remove like this whole thing
4399s you I don't think I mean unless you
4400s update it very recently and you got my
4403s my rocket desert changes this is
4406s yeah here it is a little guy
4410s I'm just a little Beanie I'm just
4412s hearing walking nobody don't worry about
4414s me
4416s I wonder if the uh voice voice acting
4420s career oh yeah for sure hire me yeah all
4424s right I will hey everybody if you want
4425s to have understood as the first actor in
4427s your game just give me a call okay bye
4429s oh [ __ ]
4430s fell through the world don't worry about
4433s it uh what were we talking about the uh
4436s the cliffs part oh yeah you're here
4438s you're already there okay that was that
4440s was the area this here like a lot of the
4443s overhanging stuff oh yeah yeah hanging
4445s rocks up there behind you above
4448s yeah yeah the
4450s is that like tights yes yes because they
4453s hang on tight right
4454s I was just guessing sure that's how you
4457s remember it's a 50 50.
4459s for work uh uh trick yeah
4464s you might step on them
4470s okay all right let's check out this area
4471s over here uh cool flowers huh wow look
4474s at that yeah and so enhanced you can see
4477s a little bumblebee here or something
4478s like that uh cool okay anyways
4481s moving on is this new water no it's not
4484s no it just looked like it was Rippling
4486s and [ __ ]
4490s we push up with the limo at true
4494s cool uh do we is this now when we talk
4498s about bamboo feel
4499s this is the moment
4502s I'm gonna go there now
4504s uh we actually so fun fact
4509s when Jace recorded this video uh he had
4511s one set of information and then
4515s um ass development went on things
4517s changed so I I made like an addendum to
4520s the video even in the addendum we
4522s changed it nice yes
4525s because it's a bit of a it's a bit of a
4528s a tricky story
4530s uh yes so now we're in bamboo field
4533s which is like this area is a little bit
4535s messed up or do you want to you can see
4537s right here I think that the the small
4538s paths is kind of they're there so
4540s basically what happened here is that the
4543s landscape and the foliage
4545s are different versions of this area so
4548s what happened is that we were working on
4550s this area
4551s and it went in the direction that we
4553s weren't really happy with so we wanted
4555s to revert it but the problem was this
4558s happened
4560s after our transition to Unreal Engine
4562s five so reverting it would mean going to
4565s the Unreal Engine 4 version of this area
4568s which was impossible to do so we kind of
4572s for a while we uh have the the problem
4575s that okay we can't revert this
4579s what do we do
4581s um so but then Ben because he's a wizard
4584s figured out a way to revert the area
4587s partially but only the foliage so
4590s basically what happened is that we got
4592s most of the foliage back from the old
4595s area the old version of this area but
4598s all the landscape was still from the new
4600s version that we weren't too happy with
4602s so those two are now completely
4604s disconnected so now we there's also
4607s there's a lot of floating stuff here
4609s there's uh the landscape in the foliage
4611s basically don't really work together
4613s anymore because they're from different
4614s versions of the area
4617s um so yeah Unreal Engine five good [ __ ]
4619s blessing in disguise
4621s very very well disguised uh but the
4625s transition just works right yeah it just
4627s works but which means that like we we're
4630s gonna try to fix the worst of the bugs
4634s here before the update so there's not
4637s too much like in the way for people
4640s uh but this area is definitely still
4643s gonna change because of course we have
4645s like the new Landscaping the old foliage
4647s and neither is exactly as we wanted so
4650s we'll be revisiting this area and giving
4653s it a pass now what exactly that entails
4656s we don't know yet we never really know
4658s until I go into an area and I develop
4660s the vision for it so I do a bunch of
4662s tests
4663s and I try to find you know new new
4666s combinations what is wrong with it what
4669s do we need to fix you know just finding
4671s a vision kind of like we we do with all
4673s the other biomes as well
4675s but I think this area is going to change
4678s the most from all the areas that are
4681s still left
4682s but I think that's kind of interesting
4684s how like at the moment we don't really
4687s know exactly what like we don't have a
4689s vision for how Bambi boo bam Bambi
4695s this is where the shooting happens
4697s spoilers I mean I'm definitely we
4699s definitely want to make the palette more
4701s interesting because it's kind of very
4703s one note now uh and there's there's a
4706s bunch of rough Landscaping here that we
4708s want to fix and also this is one of
4710s those areas where we want to improve the
4712s the pathing uh better roads do that kind
4715s of stuff
4717s um so that that's stuff that we're
4719s hoping to get in for sure
4722s but yeah it's impossible to to tell you
4724s the details because we don't even know
4726s that ourselves yet
4728s we're we're doing one thing at a time
4731s okay yeah yeah exactly right now I'm
4733s very busy wrapping up Rocky desert
4735s entire Forest
4738s very cool that kind of helps a lot yeah
4741s appreciate your work I want to see if
4743s the area that I loaded in is is there
4747s there's one place where
4749s there were so many
4752s no it's gone
4755s one version
4757s of this was just covered in these like
4759s bamboo sticks uh oh yeah it's on the
4762s it's on on the right like right end of
4766s the
4769s Oh you mean at least on the right edge
4771s of the biome northwest's like very
4775s Northwest the Northwest upper corner
4778s flying as fast as I can hear this oh did
4781s I miss it oh here it is like this for
4784s example is like it's a cool idea yeah
4786s but it's kind of terrible to play so
4790s it's it's something that we wanna
4792s we want to fix as well also
4794s um on that note the bamboo is completely
4797s new as well like the that asset's been
4799s overmauled entirely
4801s I thought it looked different yeah I
4803s didn't know if it was because I I'm
4805s rarely here or if it's because there was
4806s a change but like we did that when we
4808s worked on red jungle
4811s Bambi looks great yeah
4814s Bambi first
4816s I mean yeah for for Avid chainsaw users
4819s this is a great area yeah if yeah if
4822s you're ever frustrated with the game
4823s just come here exactly yeah
4827s bring a bunch of cluster and Nobles and
4830s just [ __ ] go ham uh I might even
4833s thank you no no
4835s that's actually how we we uh work on it
4838s in order to just bring up Vince and here
4841s Vincy just asked a question that
4842s literally also just came to my mind it's
4844s so weird because I it came to my head
4846s and I looked at chat and it was there
4848s and I had a weird
4850s am I chatting is anything real is this
4852s like the the move the not tenant the uh
4855s Inception thing or like they went into
4857s your dreams
4858s yeah something it was very strange
4862s um but uh yeah so it's
4864s the point of the game is to destroy the
4867s world and uh like uh industrialize it
4871s and and remove the beauty of it but that
4873s doesn't hurt you when you when you put
4875s so much time into this no and the point
4878s of things to remove it all
4880s weirdly it doesn't you'd expect so but
4883s for some reason no
4885s um I part of it is uh
4889s like part of it I joke about this but
4892s I'm also a little bit serious about it
4893s like something that I I here it is
4897s that's not to do today again yeah that's
4900s not supposed to be there
4902s God damn it
4908s so as guilty as possible for destroying
4911s the environment and that's partially
4912s true
4914s um mostly I think that like
4919s on a conscious and subconscious level
4922s the environments have a lot more impact
4923s on people than maybe they are aware of
4926s because like the most important part is
4929s really like first impressions are always
4931s like the the most important with these
4934s kind of things because that you're going
4935s to carry that with you they're gonna be
4937s like the lenses that you're gonna wear
4939s for the rest of the game
4941s um so I think it is very important to
4943s make a good first impression with with
4945s any biome
4946s but also
4950s I don't really mind that the point of
4952s the game is destroying an area because
4954s also it's not entirely it's the point in
4956s the beginning because you kind of have
4958s to but after that you can work with the
4960s environment and I've seen some great
4961s builds uh that use the environment like
4965s really well and like you know like super
4967s cool water fall factories or people that
4969s have like little shrines with parts with
4972s trees and Forest Parts which is crazy
4974s yeah this is one of the shots that I was
4976s working on yeah yeah yeah yeah yeah
4978s that's cool
4980s um so yeah I don't really mind at all
4982s because like a lot of the map also
4984s usually is left untouched and people
4986s still go out exploring and there's like
4988s there's some players that really focus
4990s more on exploring and some players are
4992s focus more on building and then I do it
4994s for the people that explore you know
4995s it's it's really not but it really does
4998s I I think I think like putting in so
5000s much effort to the world just has so
5002s much value because either people will
5003s keep some of it there and then they get
5005s to just continue to enjoy it or um or or
5009s they'll uh they'll work with it if they
5011s want that's another playstyle then they
5012s can enjoy it in that capacity but then
5014s like yeah removing it like it being so
5017s beautiful and then removing it like
5019s creates a Starker like difference right
5021s like from uh and tells a bit more of a
5024s story I think than than if it was just
5026s like a sparse area that you know we just
5028s quickly threw together because you would
5030s destroy it anyway so yeah I think
5032s there's more impact in every case I
5033s think it makes it makes a lot of sense
5034s yeah and like everyone will still
5036s experience the area before they destroy
5038s it like they're still gonna see
5040s everything
5041s um
5042s I like to try to avoid destroying as
5045s much as I can it's like an added
5047s challenge
5048s they're like can I how do I build
5050s without removing the trees I often don't
5054s remove stuff either I usually find
5055s clearings myself I think I think I think
5058s partly it's because I lack the vision to
5061s be like if I remove the trees here this
5063s will be a big you know I don't know like
5065s if I was a more experienced Builder
5066s maybe I'd be able to like uh see like oh
5069s if I work if I destroy some of the
5070s terrain I can work with this but usually
5071s I just like look for stuff that already
5073s makes sense to me in my brain and then
5075s and then go with it so I end up not
5076s cutting a lot of things down yeah
5084s part I'm gonna get destroyed because I'm
5085s just like oh but that looks good and
5087s like I'm like oh no I built that I don't
5089s want to touch it
5090s it's it's mainly from what I play
5093s when other people play I'm like and it's
5095s just great it's just people having
5097s options on how they want to play I'm all
5099s for it it's not Wednesday destroy the
5101s entire environment and as stretch 79
5104s says in that case we want to build
5105s upwards as in the sky and some people do
5107s that you can do that too if you like and
5108s then you don't have to destroy anything
5109s if you don't want to
5112s you can also kill the animals just go on
5115s a killing spree because you can convert
5117s them to biomass I believe
5119s it's true yeah yeah exactly saves the
5121s trees kill the animals yes Save the
5124s frames kill the animals
5130s um
5132s let's see you mentioned the abyss Clips
5135s we were talking previously as well that
5138s one's received some Polish as well
5140s this one is one of those errors probably
5143s because there's so many Cliffs where you
5145s won't see in the editor it won't look
5147s super nice because the grass is missing
5149s but right yeah
5151s yeah I mean this one has a
5153s has received some foliage polish
5157s kind of we removed deprecated assets and
5160s like added some some new ones to make it
5163s more shiny and I mean we can also fly
5166s through Eastern Durham
5168s um
5169s to show off some of the roads that have
5171s been built there because that's like
5174s pretty impactful so I think you say
5177s Easton Dune is that like the Dune maze
5179s or the Oasis or no the one that's called
5181s Eastern Dune because that that was on
5184s this map that I have Easter Dune forests
5186s is is it next to it's between
5189s grassfields and Southern forests and
5192s Titan forest and bamboo Fields uh we did
5195s some foliage polish here nothing too big
5198s uh but the main change here is like
5201s you're going already through it like is
5202s we added roads
5204s and this thing changed
5207s like that note moved yeah
5211s before but it looks kind of bad yeah
5215s okay so we made it
5218s interesting chat that's a pretty uh
5222s I think what's gonna happen is you're if
5224s you have machines on this note they're
5225s still gonna work but they're going to be
5226s hovering over here instead yep and
5229s they're going to be like consuming from
5231s this node so you can't really you can't
5233s place you want to build back on here
5235s right yeah exactly because because that
5237s note is still taken even if
5241s because like the the branches on these
5244s roads
5246s they're new they're they felt new
5247s because I was flying around here for a
5249s different thing
5251s uh before I started doing shots and I
5253s was like
5254s stuff yeah
5256s um but it's uh basically like these used
5259s to be kind of sand Wells before and they
5262s were kind of all closed off with like
5266s um these small like walls of grass
5270s uh so what we did is we made kind of
5272s gaps in those in a way to make roads to
5275s make everything feel more much more
5276s connected and easy wait a second
5278s is this this shot cool easy two and then
5282s coin Forest yeah going down this street
5283s yeah that's a sub biome of Eastern June
5286s so that one's been uh updated too
5289s there's a lot of World stuff in this
5291s update y'all
5293s we worked really smart
5295s it's a small update for uh for everyone
5298s but yeah we knew that we didn't stop at
5300s the whole it's a small update
5302s I think every single time we've said
5304s that it hasn't been a small update
5306s uh defined because like if you look at
5308s the patch notes I think the patch notes
5310s are way longer on like update five than
5311s like six seven but yeah it's not awesome
5313s it's it's like
5314s who is it small for like yeah maybe it's
5317s smaller than another update but that
5319s doesn't mean it's a small update yeah
5321s and uh every time we say it's a small
5323s update like I feel like Community feels
5325s like uh the impact has been huge so it's
5327s been anything but
5329s um where uh and there's that Canyon if
5331s you go the other way where you were
5333s going before
5334s back like Canyon area down there it was
5336s pretty much entirely empty before and
5339s now it's filled up with stuff and it's
5340s like a part of its transition to swamp
5343s wait this is this area yeah it's it's
5346s complete it has
5348s empty before
5350s damn
5353s I was not expecting that yeah
5356s this area to me was just gone like I
5359s couldn't find it like it didn't really
5360s matter because there was nothing here
5361s right
5362s so what I mean is like I was kind of
5365s looking for that old area and and I I
5367s was like I can't find it and the reason
5368s was because it's not there anymore it's
5370s like this looks like this now yeah
5372s yeah that's cool
5376s small update we are just changing the
5377s engine in the world and like yeah that's
5379s not even all like there's more things to
5382s talk about
5383s video on Friday
5387s like all the cool uh new shoes we're
5391s adding to the game new shoes let's go
5396s that was the lamest fake Lee yeah I
5399s could have come up with the [ __ ]
5401s whatever
5403s or is it
5405s fakely wanted to mention also something
5407s here so this is one of the old shots
5409s that I made uh somebody asked about the
5411s depth of field stuff so technically the
5413s depth of field stuff I also made a
5414s Reddit post by the way that I commented
5416s on this here as well a while ago
5418s technically the engine has support for
5420s depth of field in the game and hopefully
5422s we can add that to the photo mode that
5424s we have in the game
5425s so you can make more Beauty shots and
5428s that's what we're using we're making
5429s these like teaser videos and trailers
5431s like every trailer we've made that's
5433s always been an engine that like we do a
5436s little bit of cheating sometimes where
5438s we load in more things that you would
5440s necessarily see in the game and like
5442s remove laws and stuff like that but
5443s most of the time when we make videos and
5446s teas and stuff like that it's all in
5448s engine and then we you know make it
5450s cinematic and making it cinematic makes
5452s it look way better than when you're just
5453s running in the game obviously but
5456s hopefully in the future we can add you
5458s know depth of field and like better
5460s control in photo mode so you can make
5462s like pretty much the same stuff that
5464s we're making in our trailers there is a
5467s mod out there where you can actually
5468s create most of the stuff like even the
5471s sequencer stuff where I'm like
5472s programming like you know animations and
5475s stuff like that there's a mod that can
5476s do that too oh that's sick it's called
5480s Uh blanking right now but yeah there's a
5483s mod that we can do some other stuff like
5484s that and hopefully we can add it to a
5486s photo mode
5487s in the future
5489s yeah there's been uh uh fix it cam thank
5492s you that's the one fix the cameras yeah
5494s it's cool yeah people
5497s um have wanted to to make changes to the
5499s photo mode so hopefully that's something
5500s that will happen before
5502s at some point yeah
5505s we're kind of coming to the end of of
5507s the stream here and
5509s um fresh out of my notes your dad sent
5511s you a message on teams by the way yeah
5513s yeah
5515s he just told me to tell you yeah yeah we
5517s can do that so uh I hope uh actually
5519s maybe we have already done that days
5522s actually because here's the thing okay
5523s so I've talked about we we did a
5525s Showcase with Lumen as well a few
5527s streams back where I showcased like what
5529s it looks like with uh with it on and off
5531s um and maybe we can revisit some of
5533s those videos but I kind of want to show
5534s a little real quick what the game looks
5537s like when you turn Lumen on and off so
5539s Lumen for those who don't know is the
5540s global elimination uh like
5543s system that epic I've been working on
5545s that's it's like a combination of
5547s different uh Ray tracing techniques to
5549s to make Global illumination and I
5553s believe this is with it off and this is
5555s with it on
5557s oh big difference right wow Wow Let's go
5564s it's it's okay certain situations it's
5567s hard to tell which one is which whoa
5572s oh two percent
5575s all right the thing is so someone says
5578s Showcase with the problem is you enable
5580s aluminum caves you're not going to see
5582s anything no oh yeah
5585s oh yeah uh so yeah it's hard it's hard
5588s to tell which one is which sometimes for
5590s me because I think I've accidentally had
5592s Lumen on when I shouldn't have had when
5594s I made certain shots uh but it's it's
5597s some it's in different scenarios it's
5599s hard to tell in this shot it's really
5601s difficult to tell which one is Lumen and
5602s which one isn't I think if I set it to
5604s night time
5605s uh it might be more obvious or maybe not
5609s we'll see uh we're just a setting thingy
5614s wait that was the cave we can maybe just
5616s just check it out it's gonna be nothing
5618s then yeah I have a video that better
5619s showcases
5623s can we go into a cave and drag a light
5625s around is that like easy to do or
5627s uh yeah we can do that that could be fun
5630s okay yeah so during nighttime we also
5632s can't really tell the difference
5634s um
5635s yeah it's really in like uh more heavily
5638s shadowed areas like you can really tell
5639s yeah but I think it's it's mostly cool
5641s when you're building Factory stuff and
5643s you like actually using lights and
5645s actually get the uh like the screen
5646s space stuff I feel like it I feel like
5648s it's more apparent on Factory buildings
5650s yeah for sure is that just me like on
5652s like uh inorganic things it seems to
5654s actually let me show the video I showed
5656s a couple of weeks ago
5658s um so here's I think we're still on
5661s sorry here's the video I want to
5663s showcase
5664s think audio is still running yeah so
5666s this is with Lumen off this is what a
5667s factory Building looks like in the game
5669s in general here in green uh sorry in
5672s grassfields
5674s and like Smith's little house here walk
5676s in so this is like we've we've lit the
5678s environment so that everything makes
5680s sense and uh
5682s you know everything's fine when you walk
5684s into a factory building like this but
5685s when you turn Lumen on
5687s uh
5688s same thing here here you can actually
5691s tell better when you're closer to
5693s materials uh because here the the color
5695s on the wall says
5696s but when you walk inside you know it's
5701s uh it's hard to see what's going on
5704s but then of course you could add some
5705s lights which will yeah help with that
5708s but like if you didn't have anything
5709s here it's cool too because it's it's
5711s reacting to like the building build
5713s effects yeah that was sick that was
5715s really nice actually yeah the cool thing
5717s is like so I think I pop open uh oh
5721s that's cool too yeah yeah so if I remove
5723s like a part of the roof here oh yeah get
5726s this
5727s like shaving hot yeah that's nice that's
5730s nice
5731s um this is where Lumen really shines
5734s because it's like a combination of
5735s different race racing techniques to to
5737s create the global uh the GI
5741s um
5743s so when you're building factories you
5745s you have to have lights like if you're
5747s building anything indoors that's the
5748s problem and and there are ways to sort
5750s of circumvent this
5752s um with like making it so that you know
5754s it fits better with Lumen to mine but
5757s the the problem that we have is that
5759s like we want to focus on
5762s what the game will look like without
5764s Lumen and light it for that mostly uh
5767s because that's I we believe how most
5769s people will play it
5771s um
5772s and then you know it's not officially
5774s supported exactly yeah so just just to
5777s clarify just to clarify that that this
5779s was in the video that we put out a
5780s couple weeks ago but
5782s um we we aren't officially supporting
5784s lumen in the sense that like it'll be in
5786s the game and you can turn it on if you
5788s want
5789s um but we're not gonna light the world
5790s and we're not gonna make changes to the
5793s game so that Lumen is supported in all
5796s you know reasonable situations like if
5799s you just walk into a factory maybe it
5800s should be a little bit right we're not
5801s gonna We're not gonna solve those uh
5803s issues
5804s um when it comes to lose but you can try
5806s and solve them yourself with lights if
5807s you want to do that it's up to you we're
5809s just going to give you the option to
5810s play with it if you want to do that
5812s um and let me promise a good experience
5815s or a well-crafted one yeah and then the
5817s main reason for that is because it's
5819s like two supporting two different
5821s systems yeah so this is cool with lights
5823s though uh explain this as well last week
5826s or the week before with lights
5829s um lights in our game they are not
5831s actual lights sorry signs that are lit
5834s up like this are not actual lights in
5835s our games they're they're emissive
5837s textures or materials which means that
5838s just material is rendered by its own
5840s it's not act like it's not affected by
5842s Lighting in the scene
5844s but with Lumen the system that they made
5846s is like actual emissive materials
5848s actually emit light on stuff that's
5850s close to it and proximity to it so
5853s science can actually light up rooms in
5855s Lumen which wasn't possible before so
5858s that's why I made this like headache of
5860s uh the scene over here where this this
5863s room now is just lit with signs
5867s um
5868s and it's pretty cool I love the the the
5870s the teal and purple on the roof yeah the
5873s the streamer colors
5875s three with colors yeah
5879s so I guess that's just uh
5882s one thing to keep in mind here's another
5883s demo in the wild where I think it was
5886s a little bit more obvious which ones
5888s with which because like the Shadows
5889s looks a bit better when you're cool
5895s oh you missed it Chase so like here if
5898s you look at the Shadows on the ground
5899s specifically
5901s um they look more soft and accurate in
5903s Lumen
5904s um you also get uh
5909s they're a little bit more I wouldn't say
5910s detailed but they they make more sense
5913s like in towards yeah exactly there's
5916s more of a gradients kind of happening
5918s yeah like areas that are more shaded
5920s actually get darker versus areas that
5922s are light yeah shaded so that's why I
5925s like list like cliff overhangs and such
5927s you can actually end up in so like uh
5929s spots where you can't see anything
5932s so in this shot in particular like that
5933s you don't really see a big difference
5935s between Lumen on and off if I'm just
5936s jumping back and forth here yeah yeah
5938s yeah but then like on these
5941s when you're I think the other thing to
5943s the other thing to remember with a lot
5944s of these uh before and afters as well is
5946s like sometimes the difference is super
5949s noticeable in the before and after but
5950s when you're playing the game you're not
5952s playing the game with before and after
5953s right you play on one or the other and
5955s so like that contrast is not apparent uh
5958s in most cases in cases like this it will
5960s be imperative absolutely well when we
5961s see this that's that's obviously a major
5964s major difference and very apparent but
5966s in most cases I think you'd be
5969s hard-pressed to really notice the the
5971s difference so like
5973s um
5974s uh you know without toggling it on and
5976s off repeatedly to see the difference
5977s yeah and for me when I'm playing the
5981s game and I'm switching back and forth I
5984s prefer using not Lumen uh for this the
5988s sole reason that like my frame rate
5990s tanks uh on my Hardware
5994s um it's very CPU heavy uh Lumen because
5997s it's uh it's it's apparently it's faster
6000s on CPU than GPU in in when they've been
6002s testing it
6004s um
6006s and satisfactory is a very CPU intense
6008s game so like those two systems are going
6010s to fight it out the game thread and like
6012s the draw thread are gonna battle it out
6016s um so like I think on my machine I have
6018s a GTX 1080 uh I have i7 67
6023s 000k or whatever it's called the CPU and
6025s when I turned Lumen on I get like half
6027s the frame rate so I go from like I go
6030s from uh 12 Ms to like 27 or something
6033s like that
6034s uh uh so it's it's it's expensive but
6037s it's really pretty like when you want to
6038s take Beauty shots and stuff like that
6039s it's like some for me it's like I turn
6041s it off sometimes when I'm like walking
6042s around and just looking at my factory
6044s but when I'm actually like building and
6045s [ __ ] I turn it off
6047s essentially
6050s I have to turn it off whenever I'm
6052s working
6053s in a very shaded areas because I won't
6055s be able to see anything
6057s yeah in engine
6060s but like in more open areas it's doesn't
6062s really make a difference too much it's
6064s uh wilfront it's not a it's not a
6066s console toggle it'll actually be in the
6069s menu for you guys so you will be able to
6071s like switch it on and off uh I wonder if
6072s a console toggle would be a good idea
6074s because for those who use console it
6075s might be quicker than going to menus I
6077s wonder yeah maybe something to consider
6078s but either way it'll be in the menu and
6080s you can do it yourself yeah it'll be
6081s available but it's not like officially
6083s officially supported so to speak because
6085s it's very Hardware dependent and uh yeah
6088s the lighting isn't adjusted for it at
6091s the moment
6092s this is all post unreal five correct
6094s this is we're in unreal five now yeah so
6097s this is that's what we have now and
6099s we'll have for update eight so you guys
6100s don't have it now but that's what will
6102s come with updated yes this has been
6104s mentioned in the video but the areas
6106s that we have worked on now are
6108s essentially considered final that
6110s doesn't mean there won't be changes
6113s happening depending on
6116s kind of like I don't know asset updates
6119s or if we if we have to adjust for a new
6121s feature like this and also like lighting
6124s uh some of the lighting has been updated
6127s a lot of the lighting broke in the
6130s engine switch so there might be some
6131s iffy things going on but we've fixed a
6133s lot of it
6135s um
6136s but yeah uh oh wait this Arch has been
6139s remade right oh yeah that that one's
6141s been fully rebuilt it was made out of
6143s non-uniform cliffs skilled Cliffs
6147s um
6149s so this one I did my best to kind of
6152s recreate it as best as possible with
6155s uniformly skilled Clips it's not exactly
6159s um
6161s the same it's it was impossible to
6163s recreate it the the way it was and I
6166s mean that's kind of goes for a lot of
6167s these things because all across the
6169s world we've been kind of fixing as we
6172s encounter them the cliffs that are not
6174s scaled uniformly as in their squashed or
6177s stretched or they're
6179s basically that that breaks them uh not
6183s just visually but it can also cause some
6185s Physics problems uh when playing the
6188s game yeah we've we've had that problem
6190s for a long time where yeah because a lot
6193s of the old structures were built out of
6195s non-uniformly skills yes but before we
6198s knew that that was illegal
6200s uh apparently but the problem is some of
6204s the SK The Cliffs that are skilled that
6206s way it's just kind of impossible to fix
6208s them without breaking the entire
6210s structure that they're a part of so
6213s we're leaving those as is with the hope
6216s that it won't cause any issues we will
6219s address of course if any issues come up
6222s and we will fix them then uh but yeah
6226s it's it's a bit of a tricky one because
6228s it means actual structural changes that
6231s affects people's factories so we want to
6233s we want to see what we can get away with
6236s and we're just fixing the worst of it
6239s and the the stuff that is easy to fix
6240s that doesn't really break anything else
6244s um and there was there was a cliff set
6246s up uh a combination I think here you can
6249s see there's there's a few that I was
6251s looking for that I thought was really
6253s interesting how you made it here hello
6255s here down like here you can see that one
6259s yeah it's super squashed oh yeah yeah
6261s extremely squishy that's one of those
6264s clips the problem is like if oh yeah
6266s it's used it's the bottom and the top of
6269s a cliff are used I'm basically in
6271s trouble with fixing this because like
6274s where how am I gonna find this and the
6276s problem also is like we have
6278s we can technically scale an asset up
6282s infinitely
6283s it's just it's just gonna look terrible
6286s um and it will encroach uh also on on
6290s the excesses on its on its width
6292s essentially so I could try to replace
6294s this with a cliff that is much flatter
6296s but I would have to scale it up to such
6298s a point
6299s that that would essentially break our
6301s scaling conventions because then the
6304s textures start getting looking bad and
6306s you essentially you just it doesn't
6308s Collision
6310s it's also Collision right that gets
6313s messed up yeah exactly I think that was
6314s original problems vehicles on top of
6317s uniforms so so this is what this
6320s particular clif1 looks like when it's
6322s uniformly scaled
6325s that wasn't even close
6327s exactly this is what I mean it's a huge
6330s huge difference uh and this is also an
6332s area I haven't really gotten to yet but
6334s also this would be one of the cliffs
6336s where I'd be like I'm not sure I can fix
6338s this in a way that
6340s doesn't encroach both upon that road
6342s that's up there and the river yeah
6345s you're gonna either need a whole other
6346s asset or like a bunch of bunch more
6348s pieces and to build or something like
6351s that it's not super straightforward
6352s there are loads of those in Rocky desert
6355s too and I've fixed a bunch of them but
6357s it's yeah there's just some sometimes
6360s just usually Wonder useless overhangs
6362s it's really hard to fix them
6365s oh here it is I found the one that was
6367s like before this one I thought was
6368s really interesting I think this is
6369s almost oh you know this is uniformal so
6372s like there's a combination of Cliff
6374s faces here that I thought like a little
6375s clever
6376s yeah these are all uniformal
6378s no not this one oh
6381s yeah it's really interesting because
6383s like I think a lot of these cases you'd
6385s need to like make you know Cliffs
6388s parts that are specifically what you
6390s need uh like it's really powerful to be
6394s like okay I want I want the this kind of
6396s arch thing right and then okay but then
6398s if I scale things and mold it into like
6400s what I kind of need then I get what I
6401s want you know it's it's very powerful to
6404s just be able to do that but then that
6405s comes with those problems and it's kind
6407s of I assume annoying to have to go back
6409s and be like
6410s it's either make custom assets for the
6413s stuff that we've sculpted or not
6415s sculpted but like you modeled here
6418s um
6418s have we made all these Cliffs ourselves
6421s or are they Cliffs that I believe is is
6424s my BIOS yes the grid all the cliffs
6427s that's
6428s because somebody asked earlier if we're
6429s using like quick cell scans or something
6431s like that I don't believe we are
6433s or are we no I think some of the old
6437s Carl stuff right some of the old Coral
6438s stuff exactly they were Mega scans but
6441s we've essentially
6442s deprecated all of those and the corals
6446s that we still use I've been heavily
6448s edited
6452s yeah we did we had like statues of
6454s corals and then one of our artists I
6458s believe
6459s made scans of those uh two years in the
6462s game
6463s but they were very unoptimized sadly and
6466s we kind of went into a an art direction
6469s that didn't really fit those assets so
6472s someone asked earlier by the way I'm uh
6476s I'm I'm necroing a topic here but uh
6479s have we found any place for the uh the
6481s willow
6482s I've been trying my best
6487s one lonely weeping willow yeah yeah
6490s because I was really hoping I could use
6492s it in a Titan forest and in some of the
6494s tests I did for titanforce they were in
6496s there because I was like please can we
6498s have them what about Paradise Island we
6501s just pop it
6502s that's where it goes to die that's where
6505s [ __ ] goes to die yeah all the deprecated
6507s assets yeah I just put them on Paradise
6509s Island
6511s uh yeah it's like a little Museum I've
6514s been trying but it's also apparently a
6517s very tricky asset to actually make work
6520s well uh because of like the the just the
6523s way a willow works and its leaves
6526s uh first other leaves it's like yeah
6531s basically I don't know exactly what it
6533s is and I'm not sure how I would be able
6535s to explain it but
6538s it's a tricky asset to get right
6541s um and um
6544s I really I really love Willows thank you
6547s perfectness
6549s commit
6550s I really really love Willows in real
6553s life and I really like that they give
6555s off but yeah
6564s oh no
6567s it's good push get pushed yeah we don't
6569s even use get get reverse yeah I mean we
6572s don't use it that's the best thing but
6574s I'm gonna do it anyway part of the world
6575s deleted in protest for the Willows look
6579s how peaceful the landscape looks without
6581s the island oh so much better right okay
6584s I love the the
6587s whoops
6589s any news in the World Builder at
6591s Paradise Island well we want to we want
6593s to see how we are going to fix that and
6596s that's one of the reasons why we're not
6599s really working on Paradise I like this
6600s it's actually way too close to the world
6601s border and you could like fall through
6604s the world and it's like all kinds of
6606s issues there and we're gonna see if we
6608s can fix it it just kind of depends it's
6610s one of our lowest priority areas
6613s um
6620s yeah actually that does look good so I
6622s think we found a new level design you
6623s know yeah just remove it [ __ ] it let's
6625s go yeah
6627s uh we have a question a bit of a change
6629s of topic but I think important question
6631s um do you have any information about
6632s what will happen to the alternative
6634s recipe for Uranium rods in the future
6635s because of beacons in the recipe right
6637s now so we have talked about this in the
6638s past
6639s um and uh we will be removing beacons
6642s from the game eventually I believe it's
6644s going to be at like 1.0 and then at that
6646s point that uh recipe will change and
6648s then there'll be no more beacons in the
6650s game uh the reason we're not doing it
6651s now and we're just going to keep it in
6652s as it is is that we do want to end up
6655s doing there will probably be some
6656s rebalancing of
6658s um recipes in the future
6660s but we don't want to do small rebalances
6663s and make recipe changes or too many of
6665s them uh along the way because I can mess
6667s with save files progress and things like
6669s that so instead
6671s um we're just going to leave it as it is
6673s and then when we do a rebalance with and
6675s change the recipes it's all going to
6677s come in one go and then you have to deal
6678s with all of it at once that at least you
6680s don't have to do it multiple times it's
6681s just a one one go but there'll be more
6683s information about that later but the
6685s intention is to remove the recipe or not
6687s the recipe necessarily but beacons from
6689s that recipe yeah
6692s deleted
6695s deleted everything but Paradise Island
6697s yeah oh no yeah exactly isn't it
6700s Paradise Island I think I changed it yes
6702s I think I changed it in the recent Maps
6704s maybe I shouldn't have it it might still
6707s be on our Maps apparent guys the ones
6710s that the ones that I uh release on the
6712s on the uh press kit has Paradise now
6715s yeah maybe we should change it back to
6717s Paradise I think it's funny
6719s I think yeah it's very appropriate yeah
6722s that's where you go to die and also we
6724s might kill it Oh you mean yeah it's not
6726s dies that's in d-i-e anymore yeah
6729s exactly yeah I I wasn't sure what I
6732s should do with that last time I was like
6733s oh I'll change this to the correct
6734s spelling I didn't even notice that when
6736s I posted it this is a little bit in the
6738s Unreal Engine 5 video too but um this is
6740s the landscape basically underneath the
6743s hood when you don't have like all the
6745s stuff on top of it
6747s um and the random floating uh this is
6750s you're against it what was that is this
6752s you again this floating thing could be
6755s but uh I think okay no I don't think
6757s this is actually floating because I
6758s think it's on like a cliff or something
6760s because if I load in this segment here
6762s load region
6764s that's weird that's in that layer and
6766s the other ones aren't so this is the
6767s world partition thing where we can load
6769s in like smaller segments of a tile it
6772s used to be
6773s if you're loading in this area you would
6775s either load in
6776s all right let me see if I can actually
6777s recreate it uh so if you were to load in
6780s how it used to work
6782s if you want to load in just that Cliff
6783s there you would have to load in all this
6786s give it a second yeah
6789s oh you have to learn oh this entire
6791s segment just put it like this clip
6793s whereas now you can be like
6795s unload
6797s and then
6799s load
6802s stay much more faster that was
6804s yeah and then of course we could load a
6806s little bit more so that it's populated
6808s in the areas that you can sort of see
6809s here right that's something I think I
6812s haven't talked to Ben about this
6812s actually so I'm not sure if I'm talking
6814s out of my ass but I think this is
6815s something we also need to configure a
6816s little bit when this might be like some
6819s feedback that we get from you during
6820s experimental where how the draw distance
6823s like how much we load in find that like
6825s sweet spot where there's it's still
6828s smooth when we're loading areas uh but
6830s you still see enough of the map you know
6833s if you see this you'll be like what's
6834s going on it commits as uh
6838s no I don't know this looks fine I think
6840s we found the sweet spot right here yeah
6841s yeah very optimized yeah yeah it's like
6844s they can because
6845s like in this situation here we've loaded
6848s enough right like this this is fine and
6850s running around but like if you were
6851s standing on top of this cliff and you
6853s were loading for instance it wouldn't
6854s work so like this this is some special
6857s magic that needs to go into like how the
6860s loading of the word partitioning works
6862s to make it look good
6865s slider in settings I actually don't
6867s think that's possible because I think I
6870s I this is okay I might be talking about
6872s my ass now but my understanding is uh
6874s that
6875s that things will still be like grouped
6878s up into tiles in a way but that with
6880s these settings we can tweak those tiles
6882s uh to be a bit better and then and then
6884s the logic behind when they load in can
6886s change too so at the end of the day at
6888s least
6890s the tile sizes or some am I wrong here
6893s this is my understanding you know what
6895s I'm not okay I'm gonna fish what I'm
6896s saying but I don't know I don't think
6897s it's completely right okay so just stay
6899s with the grain of salt I'll just finish
6900s what I said but like I think that when
6902s it comes to
6903s um whatever tiles we end up having we
6905s can now adjust those tiles to find a
6907s better Sweet Spot
6909s um in development but then when we uh
6911s export the game and cook it down it
6913s still Cooks down the tiles I could be
6915s wrong
6916s um I think it's partially true yeah or
6919s yeah if not fully sure but that's that's
6922s my understanding of it as well there's
6923s there's some form of logic as to what is
6927s loaded and when and it's not just tied
6930s to like just died more in the distance
6932s like it doesn't really work that way
6934s because they're kind of segmented yeah
6936s exactly but there might be aspects of
6939s what you're loading on the tiles that
6941s might be affected by that so you could
6942s have some kind of you know cold distance
6944s on certain assets or whatever yeah but
6948s I'm not totally sure how that because
6950s it's a new system so I'm not entirely
6951s sure yeah in any case I doubt something
6954s like that will be in update eight uh but
6957s who knows what will happen there'll be
6959s some form of version of it and then
6961s all right A lot of people are saying
6962s motorcycles what have I missed I've seen
6964s motorcycles so many times in the Stream
6966s and typically we have zero to one
6968s mention of motorcycles on a stream and
6970s there's been like 10.
6972s there's I feel like there's been at
6974s least one mention every stream since
6977s a while
6979s when did the motorcycle thing start uh I
6981s think it's I so I thought it started
6983s with you
6984s because it started I came back from a
6987s stream and it was a thing and you were
6989s already you're already tired of it
6992s all right this has must have been one of
6994s the other Jace clones that was doing
6995s that yeah yeah they didn't they didn't
6997s fill me in
6999s motorcycles are the new golf I guess
7002s Jesus we just spoke now we open even
7005s more can of worms
7007s plus I acknowledged it that was that was
7012s I think
7013s one of them I think in one of the very
7016s early prototypes we had
7019s like uh not a motorcycle but a
7021s um
7023s what's it called like a quad bike
7026s do you remember this Jace because I
7028s think you were working on that
7029s system I don't think I ever worked on a
7031s quad bike okay
7032s what was it for I can't remember what's
7035s the I remember seeing like the quad bike
7038s model sometime but that might have just
7041s been for shits and giggles because
7042s sometimes we just add dumb [ __ ] to the
7044s game yeah we have had functions we're
7046s goofing around
7048s if that was there it's real agent
7051s yeah
7052s unless unless it was like some
7055s asset that we bought and used in
7057s development or something
7058s one wait one one video I kind of want to
7061s share real quick uh is actually from the
7063s satisfactory news channel uh oh yeah
7066s because some some people have asked
7068s about GPU stuffs yeah Hardware stuff
7071s uh I don't have any other information
7073s about that but I think I think um
7078s uh Mason the person who runs
7079s satisfactory news who also does video
7081s editing for us by the way and he runs
7083s this channel
7084s um
7085s he knows a little bit more about free
7087s shout out there he is actually amazing
7088s zero game give us a little bit more
7090s about Hardware than like I I don't know
7091s too much about it so I can't really talk
7092s about it but like you can check out this
7093s video where he talks a little bit about
7095s I don't know Legend five stuff and he
7096s also talks about some stuff regarding
7099s Hardware so I saw that some people were
7101s concerned about a really high uh minimum
7103s uh required GPU yeah and it's we can
7108s sort of debate what we want to do with
7109s that however that GPU I think it's like
7112s it's model number is like kind of high
7115s yeah but it's actual performance is kind
7117s of low yeah exactly it's a modern GPU
7119s but it's not actually you know so modern
7121s isn't always better yeah exactly so even
7123s though it's a newer GPU that doesn't
7125s mean it's powerful and that doesn't mean
7127s your older GPU can't like you could have
7129s an older GPU but it's more performant
7130s than that one so I if you check out that
7133s video towards the end of the video he
7135s talks about that and and that might be
7138s something worthwhile to to consider but
7141s at the same time if that's just
7142s confusing in general maybe there's just
7144s maybe something more we can do or
7146s something I'm not sure but like
7148s um yeah so I I yeah we talked about it
7151s quite extensive or I talked quite
7152s extensively about it the the stream
7154s after that video was dropped
7157s where you know yeah it is confusing with
7159s with the specs and the hardware and like
7160s what specifically runs and whatnot I
7162s don't think uh like for me the game runs
7165s just as fine and I have a [ __ ] GPU
7167s from 2016.
7170s um when I'm not using Lumen
7172s um
7173s so so the the general feeling I'm
7176s getting and this is just my personal you
7178s know feeling is that like the the specs
7180s it isn't you should probably try it out
7184s uh on your own before like saying that
7187s you know my computer probably won't run
7189s anymore there's probably computers that
7191s it won't run anymore because but more so
7193s because of DirectX 12 support
7195s uh because we're leaning heavily on
7198s DirectX 12 support for a lot of features
7200s and a lot of optimizations in the game
7202s we still you can still run the game with
7204s their Exit 11 but it's more of a
7206s fallback for us right now and we are
7208s DirectX 12 is like the default renderer
7210s for us
7212s um I think that has a bigger play if
7215s anything
7216s when it comes to the support at the
7217s moment
7218s but we'll we'll see I will probably
7220s flesh out a bit more also the process of
7222s how we figured out the minimum specs uh
7225s is like
7227s it's hard to like figure out what actual
7230s minimum specs are so uh Jay said in the
7233s menu they're preliminary
7235s and uh why gosh we're sticking by that
7237s they're preliminary we'll we'll yeah
7239s yeah refresh that more when we release
7241s it yeah maybe it's something that we can
7243s sort of more better Define and I think
7246s there's better communication that can
7247s happen there because I also think that
7248s like the fact like maybe the selection
7251s of that GPU to say that that's the
7253s minimum is accurate but it can maybe be
7256s misleading if people don't really know
7258s that yeah later model number doesn't
7261s mean faster than older model number uh
7263s and then so then maybe what we should do
7265s is
7266s should we pick a different model that's
7268s early that reflects it a little bit I
7270s don't know like I don't know maybe this
7271s is something we can do to clear up the
7273s confusion and then at that point if the
7275s confusion is cleared up and people
7276s aren't don't think that that's right
7277s then we can like tackle that issue but
7278s yeah so thank you so much Hannah for
7280s taking time to uh hang out and of course
7283s because you were here on the stream and
7285s um
7286s not working in the world the game has
7288s been delayed by what one or two weeks
7290s that's my two weeks yeah and we're also
7293s going to be sick after this so yeah
7294s we're working on the game and we weren't
7297s doing streams and making videos then it
7299s would be done even sooner yeah yeah all
7302s those tweets that delay the game by
7303s month yep
7309s you just saw how good I was it was I'm a
7313s pro essentially
7314s I could be the next level designer you
7316s don't know
7317s maybe I am the level designer well uh
7320s let's work on that I'll work on that
7322s yeah I'll I'll probably get a review uh
7326s notes after the stream from Hannah and
7328s then uh yeah I've got some uh I've got
7330s I've got some you got some tips for you
7332s yeah yeah
7336s um someone mentioned uh bear shot
7338s covering the world in foundations I've
7340s heard of this before I haven't looked
7341s into it I'll check it out later but
7342s thanks for letting me know
7344s um but yeah we'll wrap up now thank you
7345s so much Hannah for hanging out really
7346s appreciate it I think people really
7347s enjoy when you're on the streams and uh
7349s yeah yeah I enjoy being here nice thank
7353s you for all your hard work
7355s um well I can't wait to see it paved
7368s hey welcome back to the stream welcome
7370s everybody welcome
7372s another Tuesday Dev stream welcome
7374s everybody no did it just start over
7376s again no this is my worst nightmare in a
7378s Perpetual like agreement
7381s oh God it's extreme for you today guys