Transcript (by Youtube)


0s hey what's up I'm snot I'm the community
3s manager for coffee stain Studios the
5s only Community manager for I know that
7s okay maybe this is a good time to
8s address this uh I know that some people
10s might be asking like didn't you guys
11s hire like a third Community manager like
13s where where's Ela what happened to ELA
14s so Ela moved back to Turkey uh and then
17s jce left and now it's just me the the
20s only one left I'm the community manager
22s for C
24s studios in today's video I wanted to
26s give a quick state of Deb for up toate I
29s also wanted to give a quick PSA if
32s you're playing on experimental on up
33s toate and have run into an issue with a
36s cheeky copper node that's producing
38s limestone in the western canyons and I
41s want to talk a little bit about a topic
43s that comes up every now and again
44s regarding the download size for our
46s patches so lots to talk about there are
49s time stamps for these topics if you want
51s to skip ahead so let's get into it so
54s first and foremost let's do a real quick
56s recap of what's happened since our last
58s video and be sure to grab WP a pen and
61s paper and take notes cuz this is all
63s going to be in the test all right and
65s I'm going to mention a whole bunch of
66s different versions of the game and it
69s might be confusing but let's go all
72s right so since coming back from vacation
74s we made a build including a bunch of
76s performance improvements and Bug fixes
78s we had been working on for update 8 and
80s release it on our experimental Branch
83s this was update 0.8.1 actually before we
86s progress further with the video uh let's
88s just quickly explain the way we version
90s of the game because it might make things
92s clearer so when we post patch notes you
95s might notice that we post this
97s information along with the update this
99s is our public version of the game we
101s also include something called the Chang
103s list number which is our internal number
105s to keep track of the build so this
107s change list is also what you're seeing
109s at the top left corner of the game this
111s is so that we can see in videos or
113s screenshots what exact build people are
115s playing the public version follows a
117s somewhat loose version of semantic
120s versioning uh you don't really need to
122s know too much about what that is other
124s than it's a sort of standard for for
126s numbering software releases by denoting
129s what type of release uh each version is
132s each number corresponds to a major minor
135s and Patch changes for the game and since
138s we're in early axis and we needed a bit
140s more granularity uh the way we do this
143s is by somewhat following semantic
145s versioning but shifting everything one
147s step to the right so when we release the
149s initial version of update 8 we denote it
151s with version 0.8.0 point0 and when we do
155s hot fixes and Bug fixes to this version
157s We increment the patching number of that
159s version to 0.8.0 point1 and if we hot
163s fix again it'll be
166s 0.8.2 and so on uh and when we make
169s bigger changes to updates or new
171s features uh we increment the minor
174s version so the version we released after
177s vacation including dlss and the
179s performance Improvement
180s was
182s 0.8.1 point0 and then if we make hot
186s fixes we again increment that patching
188s number of the version to be
190s 0.8.1 point1 and so on and so forth
194s we're not always like super consistent
196s with the way we do this public version
198s but this is roughly how we treat it all
201s right confusing yes it is all right cool
204s back to the topic at hand so since the
206s release of 0.8.1 we've seen significant
209s improvements in perform performance
210s across the board for people and we are
213s super stoked about that so the plan was
215s to release one patch on experimental
217s that's one patch uh just to like include
220s those performance fixes and then focus
222s on working on
224s 0.8.2 which will include upgrading the
226s engine again to Unreal Engine 5.2 uh
229s which will resolve a bunch of issues
231s with update 8 however with the release
233s of 0.8.1 we ended up needing to do a lot
235s of hot fixing as initially dedicated
238s servers on Linux wouldn't boot uh people
240s were crashing when joining dedicated
242s servers uh pipeline flow indicators
244s broke crab hatchers and creatures
246s spawning broke there were a few issues
248s and and we we had to take care of that
250s so we fixed most of those blockers
253s for now but there's still like a few
255s problems lingering with the current
256s build uh has to do with science and and
258s whatnot uh but we really need to focus
263s on stabilizing the the 0.8.2 build um so
268s at this point we won't be able to go
269s back back and fix up issues related to
272s 0.8.1 anymore because it's significantly
274s slowing down progress on the stable
276s release of update 8 as a whole so we've
279s made a lot of progress on updating the
280s engine 5 by 2 there's still a couple of
283s problems
295s left and we sort of need all hands on
298s deck to be able to stabilize
300s 0.8.2 uh cuz there's a whole lot of work
303s needed left so for now there'll be no
305s more patches on 0.8.1 so we can focus
309s all our efforts on
311s 0.8.2 uh it'll be a quicker road towards
314s a stable release of update 8 but quite
317s frustrating though for you folks playing
319s on experimental right now running into
320s the current issues until we can get
322s around to releasing uh 0.8.2 I love how
325s I said releasing with a z there that
328s that's free it's not an optimal solution
331s but I hope this explanation sort of
333s makes sense and that you can sort of
334s bear with us just just a little bit more
337s um we really need to make sure that the
340s stable release for update is as good as
342s it can be
344s and that's just how it is right now as
346s to when you can expect to see 0.8.2 and
349s the stable release of update 8 uh for
351s that matter it's still hard to say we
353s don't really have a deadline we're
354s working towards as we think it's more
356s important that the update gets like the
358s necessary work done and we don't want to
360s like overextend ourselves uh given it's
363s so hard to like kind of estimate this
364s kind of work so at the moment we think
367s that we need probably another month
369s before we can release 0.8.2 on
371s experimental and then we probably need
373s like a little bit more time to fix it up
375s any lingering issues uh but then we
378s should be good to go upgrading the
380s engine to unre Engine 5 has been such a
382s huge undertaking and even though we
384s started working on this upgrade since
385s the start of the Year we're still seeing
387s sort of the Fallout from it so it's
390s going to be worth it in the long run I
392s believe but geez we were expecting that
395s it would take longer than we were
397s expecting but it took even longer than
400s we were expecting that we didn't expect
402s it to
403s take but you're all playing Starfield
406s and Ballers Gate 3 and Texas Chainsaw
409s Massacre and armor core 6 and mind
411s sweeper and ringfit Adventure so
414s hopefully you won't like miss us for a
416s bit more next up I wanted to do a little
418s PSA regarding a known issue on the
420s experimental Branch regarding one of the
422s copper nodes the desert Canyons that's
425s producing Limestone for some reason can
427s you believe that can you believe the
428s audacity of that node we don't know
431s exactly what happened but for some
433s reason that node just started producing
435s Limestone uh it might be a migration
437s issue like we don't really know at this
439s time but uh also quickly to point out
441s like another node that's also been
443s affected is a limestone node in the
444s western swamp so there might be some
446s kind of like trickery happening there I
448s don't know so if you already had minor
450s placed on this node in desert Canyons
452s it's it's going to start producing
453s Limestone that's bad our solution to
455s this problem is that we're going to
457s replace these nodes uh what's good to
460s know here is if you're playing on
462s experimental and you've got miners
464s acting up because of this issue you can
466s fix this by just rebuilding the minor on
469s the Node it's supposed to be sitting
471s under uh folks that haven't played on
473s experimental won't notice any difference
476s uh because once the update goes out on
478s stable um it'll all be solved so like
480s this will only affect people that played
482s up to date on experimental and have had
484s miners on those nodes so that's it
488s that's it so lastly I want to talk about
490s the patching system used by Steam and
492s epic because often when we release hot
494s fixes and patches to satisfactory uh
497s people tend to comment that like the
498s download sizes are quite large for
500s seemingly small changes and I don't know
502s if we've ever explain what's going on so
505s what's important to know is that we
506s don't handle distribution of our game
509s like at all
510s uh that's all handled by each respective
512s platform so that's both in terms of like
514s you know sales and that kind of stuff
517s but also like how the game is downloaded
518s Steam and epic uses Delta encoding when
520s patching games this is how they've done
522s it since the dawn of time essentially so
524s it's not that they've suddenly changeed
526s the system or anything like that uh and
528s then it's like it's not because of that
529s change you're seeing bigger patches like
531s it's it's nothing like that it's always
532s been like that uh it's probably just
534s circumstantial if you notice that the
536s patches are big or anything like that uh
538s anyways the the way Delta encoding works
541s is that each platform encodes and
543s manages like how the build is
544s distributed over the internet and it
546s attempts to look at what version you
548s have installed and what version is to be
550s downloaded and they only send you the
552s delta or the difference between your
555s local version and the latest version and
557s then locally it will sort of recreate
559s the build using the data from the Delta
562s uh this system isn't always perfect as
564s it sometimes can mess up when you when
566s it recreates the build locally this is
568s why it's so important to verify your
569s game files if you run into any weird
572s issues with the game so using Delta
574s encoding reduces the download bandwidth
576s but it also means that it might take
577s longer to unpack and recreate the build
579s locally if it's not installed on an SSD
582s for instance so we don't manage the
584s patches that you download it's all
586s handled by the respective platforms that
588s being said there are things game
591s developers can do to improve how their
593s games are handled by that patching
595s system to get the most efficient
597s downloading of initial like the initial
599s game install and patching of updates and
602s we've taken most of the recommended
604s steps but there are a few things we can
606s do to improve download download size but
609s these systems are kind of like a
610s blackbox so sort of hard to know for
612s sure in the future we have plans for the
614s game to take advantage of a new runtime
617s loader that should optimize how the game
619s is handled when loading resources and
621s it's possible that we can better adjust
623s how the game is packaged uh to make the
626s Delta encoding handled by each platform
628s to be a bit more efficient but yeah it's
631s hard to say like how much better it will
633s actually get at this point one thing I
635s also want to point out is that it's a
637s bit unfair uh for folks to make
639s assumptions as to how much the binaries
642s should change just based on what you see
643s in patch notes and in the game uh a
646s single line in the patch nodes doesn't
648s imply that it's a small fix under the
650s hood and seemingly small fixes can
652s sometimes boil down to like quite
654s extensive changes I also often see the
656s argument that we're just changing like a
658s few lines of code and that should just
659s be like a couple of kilobytes of change
662s and yes that is true for source code but
665s source code is then compiled into
666s machine code and then it's cooked and
668s packaged with the rest of the resources
670s the game uses in a quite complex
673s packaging process so to optimize how the
675s game takes advantage of those resources
677s during a load so it's not quite that
680s simple and with that being said I think
682s that's it so thanks everyone for
683s watching this video I'm so glad you took
685s some time off your busy schedule playing
687s Starfield to watch this video
690s that means a lot to me that really does
693s that is of course unless you got the
694s standard
696s version stand the standard
700s version video games am I right all right
704s anyway take care everybody
712s bye-bye first and I keep so I did this I
717s did this whole thing a lot in the last
718s video and people are commenting like
720s crazy about that so when I try to
723s not do that