8 months
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Coffee Stain Studios
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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 |