Transcript (by Youtube)


0s hey look we hired a new community
2s manager look hey everyone I'm a new
5s community manager I'm conversation
9s pretty done with my
13s hi there my name is snood I'm the
15s community manager at coffee stain
17s Studios and we are back baby that's
20s right we've been away for a couple of
22s weeks resting up enjoying the Swedish
25s weather while sipping Margaritas on the
27s beach
31s good
42s but yeah we're back and it's time to get
43s serious again so the next thing for us
46s is to finish update 8 so we can release
48s it on the stable Branch we currently
51s don't have an ETA on when the update
53s will be available on the stable branch
55s and I'm going to get into why that is
58s and sort of how we sort of plan to
61s tackle experimental Branch up until then
63s so usually when at this stage of
65s development where we're working on
66s stabilizing the experimental build
68s before we can release it on Early Access
70s we tend to patch quite continuously this
73s time around though we're going to do
75s things a little bit different just a
77s little just a little bit differently so
79s what we aim to do essentially is we're
81s going to release one or maybe two
83s patches now on experimental with bunch
86s of fixes and then we need to hunker down
88s again and work on a lot of stuff and and
91s merge a lot of stuff internally so that
94s we can then resume patching on
96s experimental again so there's going to
97s be like one or two patches and then a
99s little bit of a pause and then we're
101s gonna come back again and start packing
102s again and then we should be close to
104s finishing up to date one of the reasons
106s why we're doing this is because we're
108s planning to update the engine again to
110s Unreal Engine 5.2 this isn't going to be
113s nearly as big as an operation as it was
115s going from Unreal Engine 4 to 5 but it's
117s still going to require a lot of work
119s from our end and the main reason why
122s we're updating the engine again is
125s because in the newer version a lot of
127s the graphics related crashes will be
129s resolved so that's dope
133s 5.2 also has better vram handling
135s specifically handling the unloading of
138s memory from the vram which is an issue
140s that has impacted our game specifically
143s this also unfortunately kind of means
145s that the modding support that's been put
146s in place for updated will break but
149s that's further down the line that's sort
151s of after this like little break of us
153s patching and experimental so no need to
155s worry about it right now
157s um but yeah let's talk about the next
159s patch that's coming out on experimental
161s so between now and the last time we put
162s out a patch on experimental there's
164s actually been quite a lot of work that's
165s gone into the game uh specifically in
167s regards to tracking down the performance
169s issues that a lot of people run into one
172s of the main offenders we found when it
174s comes to the hitching and like the
175s stuttering that people have been seeing
176s is the new physics engine uh that we're
179s using for the game it's called chaos
180s which is a fitting name for you know how
184s production for this update has been
185s going
185s when a game is making two big like
188s modifications of acceleration physics or
190s doing fast physics operation the physics
193s engine engine would like cause buffers
194s to constantly be rebuilt and that's a
198s problem epic are aware of the underlying
200s problem we reported to them but they
202s don't currently have an ATA on when
204s they'll have a fix for this but we've
206s implemented our own fix so we have our
208s own solution to fix this problem for now
210s we also noticed that the creature
211s spawning system that we have in place
213s was causing a lot of issues and we
215s decided to rewrite that system again
218s because it wasn't performant and while
221s we were at it we also updated the logic
223s for that system so if you're an avid
225s watcher you know that this is not the
227s first time we've done this if you don't
229s know what I'm talking about I am talking
230s about the system where creatures will
233s stop spawning if you've placed a
235s specific amount of factory buildings so
237s the intention is that we can balance the
239s game in a way where creatures like never
242s respawn near places that are obviously
244s intended to be a factory space for
246s example places to have large Foundation
248s floors or functional buildings such as
250s miners manufacturers generators you know
254s Etc but we do want to respawn creatures
257s near smaller infrastructure such as
259s pipelines power lines conveyor belts and
261s you know roads that span between
263s factories and in this way players won't
265s feel like the world is dead just because
267s they've expanded their infrastructure
269s throughout the map so the way it works
270s now is that each buildable in the game
272s now have a value and if the total
274s combined value of the buildings in a
276s vicinity is high enough then nearby
278s spawners will be disabled an example of
281s this is the case with the minor versus
283s the foundation so a single Miner is
286s enough to disable nearby spawners but a
288s single Foundation piece will not be
290s enough to stop spawning so instead you
292s know you need multiple Foundation pieces
294s so yeah that's pretty much it we'll
296s probably keep tweaking the system more
297s in the future and please let us know on
300s our QA side if you feel like it's not
302s working in the way it's intended so back
304s again on the topic of performance we've
306s also improved our significance system
308s which is essentially A system that we
310s have that keeps track of like when
312s during each Tech like what should be
315s updated so we don't update everything at
317s the same time and it's like based on
319s player proximity and you know various
320s other aspects so that's been optimized
322s something very exciting is that we also
324s significantly optimize how signs are
325s rendered in the game I know some of you
328s have used science to decorate your
330s factories which cost a lot of
332s performance drops where the only way to
334s like keep playing almost in a lot of
335s cases was to essentially remove your
337s signs but hopefully going forward this
340s should be nearly as big of an issue as
342s it's been in the past
343s which airline famous last words we also
345s now have better render pipeline State
347s objects utilization try and saying that
350s fast three times which in layman's terms
352s basically means that certain shaders uh
354s in the game no longer need to Halt the
356s render frame if these shaders aren't
358s ready yet something else we decided to
360s include is support for dlss which will
363s be the new default upscaling option for
365s NVIDIA cards from now on we're able to
368s add this now as most of the rendering
369s issues that were blocking us and until
371s now have been resolved when we're
373s working on supporting TSR we also plan
375s to implement support for FSR for AMD
378s cards in the future
380s thank you for that so with all that
382s being said when can we expect the update
384s on the stable Branch so like I mentioned
386s we don't really have an ETA right now
388s unfortunately this is already a pretty
391s lengthy experimental period and still a
394s lot of work to left I can tell you right
396s now that it will not be in August so
399s such
401s um we're working on meeting a couple of
403s criteria to be able to release up to
404s date on the stable branch and you know
406s this includes the game should be stable
408s enough you know meaning that the game
410s shouldn't crash and there shouldn't be
412s any stuttering or significant
413s performance issues uh generally speaking
416s you know the game should be as playable
418s as it was for update seven and the goal
421s is also to sort of fix a couple of bugs
425s relevant to the work that's going into
426s updated I know that there's a lot of
429s bugs that have been in the game for a
430s long time that we haven't been able to
432s get around to yet and I know you're all
435s really curious as to when we'll get
437s around to those and the only thing I can
439s say right now is that we are going to
440s run to them at some point and reviewing
442s those Legacy books you know further down
444s the line in fact I'll probably make a
446s video uh just addressing those Legacy
449s bugs in the future so stay tuned for
451s that but apart from that update is
453s essentially feature complete so you know
455s don't expect any new features coming in
458s updated it is pretty much finished it's
460s just stability that's what we're working
461s so that's all for now I hope uh
464s I could remember how to end this video
466s so that's all for now it's it's you know
469s it's good to be back skipping back hope
471s you found this video informational if
473s you did make sure to tell your family
474s and friends that you love them and
476s thanks for watching okay bye everyone
480s foreign
489s Jesus scared my dog
493s hi there my name is God damn it
497s hi there my name is
501s almost got it
503s hi there my name is