over 1 year
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Coffee Stain Studios
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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 |