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Coffee Stain Studios
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1s | hey everyone my name is Jason I'm a |
---|---|
3s | community manager at coffee stain |
5s | Studios and you've seen the thumbnail |
6s | and title and I think we've given you |
8s | know we've probably given it away at |
9s | this point but that's right in update 8 |
11s | we are moving satisfactory from Unreal |
14s | Engine 4 to Unreal Engine 5. how |
17s | exciting yay |
24s | dance around a little bit uh on live |
26s | streams when people ask these questions |
27s | uh and it was we're really glad to be |
30s | able to talk about this video now |
31s | because it was getting to the point on |
33s | streams where it was like well we say |
35s | we're not sure if we're doing it or not |
36s | which was technically true but then it |
38s | got to a point where we're like we're |
40s | kind of sure |
41s | but we can't we can't leak it okay so |
44s | we're getting this video out of the way |
45s | and now we can just talk openly about it |
47s | um but yeah no we were uh investigating |
50s | this for quite some time and we weren't |
51s | sure for the longest time if we were |
52s | going to be committing to this change or |
54s | not but hey this video is here so Unreal |
56s | Engine 5 is coming for satisfactory so |
58s | yeah this uses likely very exciting to |
60s | hear and for a good reason as you'll see |
62s | throughout this video as we as we talk |
65s | about it it is exciting but there is a |
67s | couple of housekeeping things that you |
69s | need to know before we go on the first |
71s | thing that I want to do is set |
72s | expectations off the bat uh when we |
76s | release update 8 on experimental it will |
78s | be really really experimental okay so |
80s | we're transitioning uh you know from on |
83s | religion forward to like a major upgrade |
85s | to the next major version of the the |
87s | engine which will be Unreal Engine 5.1.1 |
89s | and so with that there's gonna be some |
91s | Growing Pains so you know if |
93s | experimental was experimental before at |
96s | launch it's gonna be really really |
98s | experimental okay and of course like |
100s | what our hope is that like when we you |
102s | know think things seem fine to us |
104s | internally but we suspect that when we |
106s | put it out to you guys and there's going |
107s | to be |
108s | bajillion people playing the game you |
111s | guys will come across any issues that |
113s | were missed and so please please give us |
116s | feedback uh on the QA site |
118s | questions.satisfactorygame.com and we're |
120s | going to use that feedback to make sure |
121s | we can plug all the holes in our Engine |
123s | 5 and make sure that the game returns to |
125s | to be really really stable right now |
127s | things seem fine okay there's no reason |
129s | why we feel confident that we can put it |
131s | out there otherwise we wouldn't do it |
133s | right but like |
135s | past experience has taught us that when |
138s | it goes out to everyone else any issue |
141s | that can happen will happen and then |
142s | we'll hear about it and and there's no |
144s | test no amount of testing in-house we |
145s | can do that can that can really protect |
148s | us against that okay so uh just setting |
151s | expectations it should be fine |
153s | but there's a there's a risk that things |
155s | will be uh up and down the second thing |
157s | I want to talk about is and if you're |
158s | going to give Unreal Engine 5 a go on |
160s | experimental when update 8 launches |
161s | please back up your saves uh I don't |
164s | have any reason that I don't know Legend |
167s | 5 will break your saves but whenever we |
169s | make these changes it's really important |
170s | that you back up your saves because if |
172s | something happens where uh your Hardware |
175s | is not compatible with 105 or if there's |
178s | just some bug in our code and that stops |
180s | you from playing and |
181s | um or or you know it gives you crashes |
183s | later but you've already saved over your |
185s | saved files then you may not be able to |
187s | downgrade back to the Early Access |
188s | version which will be running on 104 and |
191s | you really don't want to play those kind |
192s | of games okay so make sure you back up |
193s | your save file before this happens just |
196s | just as a safety precaution okay now we |
199s | do have a lot that we're going to talk |
200s | about today so I'm going to actually add |
201s | at the end of the video like a tldr or a |
204s | TLD DW I suppose in this case a section |
207s | at the end of the video so if you don't |
209s | want all of these details if you want to |
210s | know like what does this mean what just |
212s | what does it mean what happens what are |
214s | the cliff notes |
215s | um this should be we should have |
217s | timeline uh chapters again but if you're |
219s | interested in all the details keep |
220s | watching and we'll we'll work through it |
222s | all together now I'm going to break this |
224s | video down into two major sections the |
226s | first section is going to be I'm going |
227s | to talk about the new features that come |
229s | with on 105 uh that we're going to be |
232s | implementing also the ones that we're |
233s | not going to be implementing and then |
235s | the second part of this video will be |
237s | more about like well what are the |
238s | implications of this what does it mean |
240s | for stability what does it mean for |
241s | performance DirectX 11 what about mods |
244s | dedicated servers Etc what is that what |
246s | is what does that mean for all these |
248s | other things okay so those are the two |
250s | sections that we're going to kind of |
251s | talk about things so first of all let's |
253s | get into the new features so the three |
255s | big features that like are kind of like |
257s | uh on everyone's Consciousness when we |
260s | think of Unreal Engine 5 especially like |
261s | Gamers as well like not game developers |
263s | but Gamers as well is things like Lumen |
265s | nanite or VSM which is the virtual |
267s | Shadow Maps so like these are the things |
270s | that when people think of Unreal Engine |
271s | 5 that this is what you get with it and |
274s | and it's going to make everything so |
275s | much better okay so let's talk about |
276s | what are they first of all the first |
278s | thing is Lumen so what is Lumen Lumen is |
280s | a global illumination system in Unreal |
282s | Engine 5 and it based in global |
284s | illumination is kind of what it sounds |
286s | like it's a bit confusing but it's |
288s | basically the system that calculates |
289s | like how lights bounces bounce around |
292s | the world and all that kind of stuff and |
293s | how and how it calculates Reflections |
295s | and things like that that's what global |
298s | Jesus that's what Global illumination |
300s | means in in this context okay and so |
302s | Lumen is a new system for that which |
303s | provides |
305s | better uh lighting and Reflections and |
307s | things like that nanite is another |
309s | technology that's with Unreal Engine 5 |
310s | that is a different kind of rendering |
312s | method that is that doesn't follow the |
314s | conventional method of how we render uh |
317s | whole meshes in video games or how we |
319s | render in video games which is typically |
320s | how we would take a whole mesh and we |
322s | would actually render the entire mesh um |
324s | you wouldn't see it all obviously |
325s | because some things will block things |
326s | but like we'd be working with the whole |
328s | mesh which is the conventional way of |
329s | doing it if I really simplify things but |
332s | what nanite will do is instead it only |
334s | renders and like works with the relevant |
336s | clusters of a model in the viewport and |
338s | so this is like basically just means |
340s | that |
341s | there's huge performance gains if you |
342s | can use that I I suppose because you we |
344s | don't have to work with a whole mesh and |
346s | render the whole mesh we just have to |
348s | render the parts that are relevant okay |
350s | that's what nanite does VSM or virtual |
352s | Shadow Maps what VSM does is |
354s | um basically just a memory efficient |
355s | Shadow drawing technique allowing higher |
358s | res shadows and allowing for more |
360s | post-processing more post-processing |
362s | shadow effects which can be you know |
365s | great for things like art direction and |
366s | you know just look better in general |
367s | right which of these are we using and |
369s | which are we not do we get any of these |
371s | that's great that we know what these are |
372s | but do we do we get them first of all |
375s | VSM virtual Shadow Maps no we're not |
377s | using them uh so epic had deemed VSM to |
380s | be Beta And so uh that you know the fact |
384s | that the the technology is in beta in |
387s | combination of not having time to really |
389s | look into things means that it actually |
391s | that means VSM actually felt quite low |
393s | on the priority list and so we will not |
395s | be having DSM in satisfactory for update |
397s | 8. it's not impossible that we won't |
399s | have it in the future you know we we |
401s | might but um we're not we're not |
404s | committing to anything okay |
405s | um that's just yeah no VSM for update |
407s | that's all that matters as for Nano will |
409s | we have nanite yes we will we're going |
411s | to be trying to have nanite on rocks and |
413s | cliffs for update eight uh pending any |
416s | issues that we may run into uh between |
418s | now the time of recording and and the |
420s | upcoming weeks and we will try to have |
423s | no night on Factory elements as well uh |
425s | but that may or may not come with update |
427s | eight like if it comes it might come |
429s | later uh but it also may not come at all |
431s | all right it all depends on on how |
433s | things work out but that's that's the |
434s | intention we have when it comes to |
436s | nanite in satisfactory uh as for Lumen |
438s | uh so this is a bit different okay so we |
441s | will have lumen in satisfactory for |
444s | update eight okay but we are not going |
446s | to support it officially uh we're gonna |
449s | offer the option to people to opt into |
451s | Lumen if they want to try it and if they |
453s | have the hardware to support it but what |
455s | what we mean by not officially |
457s | supporting it is that like development |
458s | wise we're not going to have time to |
461s | flesh out the entire world to be |
463s | properly lit with Lumen to the way that |
467s | we want it to be and also prepare the |
470s | world to be lit without the Lumen okay |
472s | so we can't that that's that's kind of |
475s | the bottleneck there we don't really |
476s | have time to properly light both and |
480s | make them both in in accordance to like |
482s | our visual style that we want and our |
485s | art Direction and how we want things to |
486s | look okay so so we're not gonna craft |
489s | the world with lumen in mind but we will |
492s | give you the option to turn Lumen on or |
493s | off and you can use it if you want to |
496s | use it okay so that's what we're going |
498s | to be be doing the video setting will be |
500s | called GI or Global Illumination in the |
502s | video settings in the game next thing |
504s | that I want to talk about with this |
505s | Unreal Engine 5 upgrade is there's a new |
508s | system called the world partition system |
510s | okay and so there's a question here will |
513s | we be using the world petition system |
514s | and the answer is yes we will and it |
517s | makes sense to okay so World petition |
518s | system is something that helps with how |
520s | levels stream in and are really good for |
522s | open World Games satisfactory is an open |
524s | world game and so we have investigated |
527s | looked into it and we're going to be |
528s | using it so currently in the the version |
530s | of satisfactory that you all are playing |
531s | right now |
532s | um uh in Unreal Engine 4. the map has |
535s | been split up in a seven by six grid I |
538s | believe of tiles right and the map is |
540s | really big and so a 7x6 grid of tiles |
543s | means those tiles are massive they're |
545s | absolutely massive and you all know as |
547s | as players of the game that when you |
549s | approach uh the bounds of a tile there's |
551s | a small hitch and we have to load in the |
553s | entire next tile |
555s | um so that yeah so that you can move |
558s | through that tile right now this is |
560s | really inefficient because if you think |
563s | about it we're actually loading in a |
565s | whole bunch of assets that aren't |
567s | actually relevant to you right so when |
569s | you walk up to a tile and you're at the |
571s | front of a tile we're loading literally |
573s | everything including the stuff at the |
575s | far side of the tile that you can't even |
577s | see or interact with like that's |
579s | irrelevant to you right so this is fair |
580s | really inefficient we're loading so many |
582s | assets that don't matter to you at that |
584s | point we're doing it all in one go and |
587s | so there's a hitch and this also means |
589s | that without our workflow the way that |
591s | that worked before was that all of those |
592s | assets that we put down the the actors |
594s | right that we put down in the world on |
596s | those tiles they were tied to the tile |
598s | right so if the tire if we ever wanted |
601s | to render those things trigger them |
603s | anything we had to load the entire tile |
605s | and there was no way to work with those |
607s | actors independent of the tile however |
610s | now with the world petition system in |
612s | under Legend 5 we've moved away from the |
614s | actors on the tiles being tied to the |
616s | tile to becoming just like a a file per |
618s | actor thing so the actors are actually |
620s | independent of tiles and they're |
622s | actually if anything they're just tied |
623s | to like the location in the world that |
625s | they are and so like when we're |
626s | developing the game every actor on the |
628s | map has a file in the file system and |
631s | and and and so we can sort of this gives |
633s | us more sort of flexibility in how we we |
635s | work and do things however that won't be |
636s | the case for you guys when the game gets |
638s | cooked and built uh everything will will |
640s | be |
641s | cook down to what it needs to be right |
642s | now what this means is if those actors |
645s | aren't tied to the tile anymore and that |
647s | instead they're tied to a location it |
649s | means that we have a much more flexible |
650s | system now to actually break up the map |
654s | into smaller tiles uh chunks and we can |
657s | experiment with those tile chunks and we |
659s | can quickly and easily decide well what |
662s | what tile size and and tile chunks you |
666s | know setup is most efficient for |
668s | satisfactory uh before this was |
671s | virtually impossible because to change a |
673s | tile size we have to rework a whole |
675s | bunch of stuff and move assets on all |
677s | this we have to manually do that and |
679s | then test whether or not it works or not |
681s | and then if it doesn't we would have to |
683s | like do all of it again and then test if |
685s | it works now we can just very quickly by |
687s | changing some parameters affect how big |
690s | the tile size is it doesn't affect the |
692s | actors that are out on the map and we |
694s | can just more quickly tune our tiling |
697s | system and World streaming system to be |
699s | what's most effective for status Factory |
701s | another thing that helps us with is |
704s | previously whenever we wanted to make |
706s | any changes to any part of the world we |
708s | would have to check out an entire tile |
710s | change those actors and then submit |
712s | those tiles which meant large chunks of |
715s | the map couldn't be worked on |
716s | simultaneously and they run into issues |
719s | there was like a lot of like we need to |
720s | like roll back fixes or merge things |
722s | there's people on different branches it |
724s | was it was a complete Nightmare and this |
726s | gets rid of all of that for us so this |
727s | helps us so much in development and the |
730s | result will be a much smoother uh |
732s | experience for you guys we believe and |
734s | so how do these tweaks kind of work and |
736s | how would this Tech sort of work so like |
739s | if we if we can find a sweet spot when |
741s | it comes to tile size it means that we |
744s | can find a way to stream in only the |
746s | stuff that's relevant to you uh wherever |
748s | you are on the map which means we will |
750s | stream in parts of the map more often |
752s | but it'll be less data so the |
754s | expectation or the intention is that |
756s | there will be no hitches or smaller |
759s | hitches hopefully no hitches |
761s | um since less data needs to be loaded in |
763s | if we finally tune what loads in and |
766s | when and if we're really careful with |
768s | the way we do our loading our level of |
770s | details with models and things like that |
771s | our our goal that we're striving for is |
774s | potentially to have the whole world |
775s | landscape visible if you're like really |
777s | high up and looking down as opposed to |
779s | just these big tiles that are missing if |
781s | you get rid of the fog and it means we |
783s | can maybe even lighting the fog so that |
785s | you can allow you to see further and |
786s | things like that so so this feature is |
789s | huge and will make a huge impact on the |
790s | player experience it'll help us a bunch |
792s | with development |
793s | um oh and it might even it might even |
795s | fix um there was like a performance |
796s | issue that some people had where if they |
798s | happen to build their Factories near the |
800s | edges of tiles this would just create |
802s | certain situations where |
804s | um basically things would would hitch |
805s | and stutter more often and would be very |
808s | sort of inefficient and this sort of |
810s | does away with that issue as well so and |
812s | there was no way for people to know if |
813s | they were nearer edge of a tile or not |
815s | so this feature is honestly uh quite a |
817s | godsend for us and for satisfactory and |
819s | I think I think everyone is going to |
821s | benefit so much from it that's this is |
822s | the thing that I'm most excited about |
824s | personally the next major feature that's |
825s | coming with Unreal Engine 5 that we're |
827s | taking when we are taking advantage of |
828s | is TSR or temporal super resolution |
832s | um and so TSR is basically just an |
834s | upscaling algorithm to make lower |
836s | resolutions appear crisp at higher |
838s | resolutions with generally little to no |
841s | loss of quality but this means major |
843s | perform games games because you're |
845s | rendering at you're rendering less |
847s | pixels at a smaller resolution but then |
849s | you get to still like experience the |
851s | higher quality that you wanted initially |
852s | and this is very similar to nvidia's |
854s | dlss and amd's Fidelity FX it's the same |
858s | kind of thing there will be a setting in |
860s | the game to choose what percentage you |
861s | wish to downscale downscale your |
863s | resolution to so you can find hopefully |
865s | you'll have a lot of control there to |
867s | find what works best for your system if |
869s | you have a good GPU we recommend to use |
871s | this since I think it's because like a |
873s | lot of our game is CPU bounded so if you |
876s | can offload more stuff towards the GPU |
878s | then you're just going to get more bang |
879s | for your buck and and maybe even |
882s | relax your CPU a little bit uh but if |
885s | your GPU can't handle this kind of thing |
887s | then it's better to not use TSR it's |
890s | probably not going to help you okay |
891s | we're also adding right this isn't TSR |
894s | but we're also adding FXAA which is fast |
897s | approximate anti-aliasing which is a |
899s | cheaper anti-aliasing alternative for |
901s | people who are running on Lower spec |
903s | machines this is in addition to temporal |
906s | anti-aliasing which is what we currently |
908s | have in the game so you still have the |
911s | the regular anti-aliasing that you all |
913s | have been using you will hopefully be |
915s | able to have TSR as well if you can use |
917s | it and if you have lower spec machines |
919s | you can also try FXAA which will |
922s | hopefully give you better performance as |
923s | well the next big feature that's coming |
925s | with Unreal Engine 5 is going to be |
926s | Vehicles updates physics updates you |
928s | guys Unreal Engine 5 deprecated the |
930s | previous physics module that we used for |
932s | physics in satisfactory |
935s | um in Unreal Engine 4 but instead we're |
938s | now using the chaos physics system which |
940s | should be much much better the entire |
942s | vehicle physics system has been remade |
944s | which means when you jump in game and |
946s | you use these vehicles things may feel |
948s | different okay but they should still be |
951s | fine this should still be good but the |
954s | the vehicles may may feel a little |
956s | different now we think they feel better |
958s | um but you know at the end of the day |
959s | it's up to you guys you can always give |
960s | us your feedback whether you like them |
962s | or not I know that like you know when |
963s | people get like changed sometimes they |
964s | don't like to change right away if you |
966s | don't like it right away maybe give it a |
969s | little bit just give it a little bit |
970s | alright give it a chance and see if you |
971s | still don't like it if you don't like it |
972s | let us know in the QA site okay but do |
974s | give it a chance okay now this update |
976s | should not impact uh Automation and |
978s | self-driving because when you're the way |
981s | that the game works right now with |
982s | vehicles is that if you're really far |
983s | away from them actually their physics |
986s | turn off and they just kind of spline |
987s | move along the spline and just kind of |
989s | float uh between the waypoints so this |
991s | shouldn't make a difference to that it |
993s | may make a difference if you're close to |
995s | them you may notice if you're constantly |
997s | close to certain vehicles and with the |
999s | physics change and then the re-tuning of |
1001s | the vehicles that if they can't complete |
1003s | certain parts then they may be more |
1005s | inefficient and you may need to |
1007s | re-record some paths this really should |
1008s | make much of an impact when it comes to |
1011s | Automation and self-driving one other |
1013s | issue that has been highly highly |
1015s | reported on the QA side is that the |
1017s | vehicles bounce and stuff on foundations |
1019s | well I'm happy to report that with this |
1021s | change that the vehicles now Drive |
1022s | buttery smooth according to our |
1024s | programmers on foundations but there are |
1028s | some sloped foundations that still have |
1030s | some weird janky issues but those are |
1032s | not issues with the vehicles it may be |
1035s | issues with the collisions of those uh |
1037s | foundations this may or may not be |
1039s | addressed for update 8 but generally |
1041s | speaking they should perform better on |
1044s | foundations now we have also noticed a |
1047s | bit of a difference when it comes to |
1048s | random physics bugs like where things |
1049s | send you off flying into space but we |
1052s | still think that like game TM physics |
1054s | where weird happens is probably |
1057s | still in the game but we do think that |
1059s | there has been a big Improvement but you |
1061s | guys let us know let us know okay as I |
1063s | mentioned before vehicles have actually |
1064s | been tuned a little bit right so things |
1067s | have changed quite well I said a little |
1068s | bit I think they've changed maybe quite |
1070s | a lot so there's been changes to top |
1073s | speed and handling on the vehicles |
1074s | trucks now feel less bouncy than before |
1077s | they feel more heavy and they've got |
1079s | more mass which I know is something that |
1081s | people have actually given us a lot of |
1082s | feedback and and didn't like before |
1085s | explora feels a little bit more zippier |
1087s | now and has a bit more of a tendency to |
1089s | oversteer so maybe a little harder to |
1091s | control but if you can get used to it |
1093s | you're better off |
1095s | um the sugar cube is a little bit more |
1096s | stable and a bit faster we believe and |
1099s | the factory cart is now less prone to |
1101s | flipping over I think it has its Center |
1103s | of Mass is like a little lower now but |
1105s | it still handles poorly on everything |
1107s | but foundations that is a design choice |
1109s | on our part we want it to work well on |
1112s | foundations and not well anywhere else |
1113s | okay so that is staying as it is okay |
1116s | the handbraking system which is a space |
1118s | bar by default on keyboard has been |
1121s | improved uh now before it was all |
1123s | previously faked with like four uh fake |
1125s | forces on the vehicle but now we |
1127s | actually simulate a handbrake so that |
1129s | should be a little bit better you may |
1130s | have known that |
1132s | um previously there was like air control |
1133s | on the vehicles now this is not |
1134s | something that we saw a lot of people |
1136s | really making use of or taking advantage |
1138s | of but you could do like sick backflips |
1140s | and like 360 pop shove its you know off |
1142s | a park bench whatever that's a joke that |
1144s | only one person one person understands |
1147s | that joke why did I say it anyway you |
1150s | could do cool stick stuff with air |
1151s | control before but no one's really using |
1152s | it and so actually that's been removed |
1153s | if you don't like that if you want air |
1155s | control back let us know but for now |
1157s | it's been removed okay Vehicles also |
1159s | have new sounds you guys okay this has |
1161s | nothing to do with physics but when uh |
1163s | driving them when you drive the vehicles |
1164s | there will now be sounds per wheel so as |
1167s | the wheels you know not all the wheels |
1170s | Spin and are under the same conditions |
1171s | as each other and so the sound should |
1173s | reflect that and overall it should just |
1175s | sound a little bit more natural The |
1176s | Sounds will also better match the actual |
1178s | engine of the vehicle as well uh when |
1180s | not driving Vehicles so Vehicles like |
1182s | automated driving around or a friend is |
1184s | driving a vehicle and you know you're |
1185s | watching them we still use simpler |
1188s | sounds in those cases for optimization |
1189s | purposes one thing to mention here is |
1191s | that these physics changes do not impact |
1193s | trains at all one other new feature |
1195s | that's coming with Unreal Engine 5 is |
1197s | the enhanced input system the enhanced |
1199s | input system is just another kind of |
1201s | input system I don't actually know too |
1202s | much about the details of it but from |
1204s | what I understand it's easier for us to |
1205s | work with so development wise when we're |
1207s | creating new features there's like this |
1209s | contact system now with input so that |
1211s | like we can Define certain inputs |
1213s | depending on the context so for example |
1215s | one key might do something while you're |
1217s | working walking around but the same key |
1219s | might do something if you're in a |
1220s | vehicle or if you have a jet pack |
1221s | equipped or something like that and what |
1223s | this means for you guys is that we |
1225s | actually have some input bugs in the |
1226s | game and this should iron out those |
1228s | input bugs one example is I think if you |
1230s | hold space while holding while in a |
1232s | hover pack or something or jetpack and |
1234s | then you open up a menu and you let go |
1236s | of space that space persists and you |
1238s | keep flying you know things like that |
1240s | will uh will will hopefully be ironed |
1242s | out and it may also result in |
1244s | potentially more granular key binding |
1246s | options uh for you guys for for the |
1248s | player as well so some benefits there |
1250s | with the input system one other uh I |
1252s | think new feature that has come to an |
1254s | engine 5 is like the meta sounds feature |
1257s | or something for audio all right it's |
1258s | another like audio feature I just want |
1260s | to let you guys know we're not making |
1261s | use of this we currently use wise for |
1264s | our audio authoring stuff and we're |
1267s | continuing to to just use wise for that |
1270s | okay so those are the new features that |
1272s | have come and we've talked about what |
1273s | we're going to be using them we're not |
1275s | going to be using so what is the what is |
1277s | the implication of this over various |
1279s | things in the game so let's go through |
1281s | certain topics that might be of interest |
1282s | to you guys the first question that |
1284s | people might ask is are there going to |
1285s | be performance increases is the game |
1287s | going to run better now this is uh this |
1289s | sort of depends uh on how you sort of |
1292s | Define things because you could say well |
1294s | if I got 60 FPS before and the game I if |
1297s | I turn on extra things and it looks |
1299s | better and it still runs at 60fps it's |
1301s | like you're not necessarily getting more |
1302s | performance but then you're getting more |
1304s | quality right so it all depends on how |
1306s | you sort of like weigh this kind of |
1307s | stuff up but basically we think that |
1309s | nanite will reduce CPU overhead as the |
1313s | occlusion is partially done on the GPU |
1314s | so people who were CPM before maybe you |
1317s | will get |
1318s | um uh performance improvements better |
1320s | fps uh there will hopefully be gains |
1323s | when it comes to anti-aliasing because |
1325s | there's FXAA for lower respect machines |
1327s | now which should be more performant than |
1329s | the temporal |
1331s | um anti-aliasing that was in the game |
1333s | before so that's an option for people |
1334s | with lower specs but also for people who |
1336s | have beefier gpus you may be able to |
1338s | take advantage of TSR if we do get that |
1340s | in |
1341s | um and and get maybe more frames and |
1344s | better quality uh through that okay so |
1346s | you might get some gains there now one |
1348s | other thing to sort of consider here is |
1349s | what performance gains do we have now |
1352s | and what performance games will we have |
1354s | in the future uh now that we're |
1356s | switching to 105. and the thing is if |
1358s | we're talking about now at the time of |
1360s | recording what we've actually what we've |
1362s | actually observed observed is that the |
1364s | performance is actually the same or |
1366s | Worse okay so right now on our high spec |
1370s | machine when we profile that we're |
1371s | actually at a one millisecond loss but |
1374s | the thing is all of this is without the |
1376s | tweaks that we now have at our disposal |
1379s | to do okay we have these tweaks that we |
1381s | can now do and we haven't done them yet |
1383s | and so we think that anything can change |
1385s | between now and update a launch maybe |
1386s | things will improve between then |
1388s | um experimental launch maybe things will |
1391s | improve from experimental to Early |
1392s | Access and then maybe things will |
1393s | improve again be beyond that as we take |
1396s | full advantage of the engine okay so |
1399s | right now I don't think you should I I |
1402s | think it would be unfair and unwise and |
1404s | unreasonable for us to say hey |
1405s | everything's gonna be better now but |
1407s | your mileage may vary maybe it will be |
1409s | better for you maybe it'll be a little |
1411s | worse for you if it isn't good let us |
1413s | know let us know what's happening what |
1415s | kind of drops you got go to the QA site |
1417s | let the team know otherwise they can't |
1419s | help you otherwise they can't fix these |
1420s | things okay so let us know we really |
1422s | intend to work with you guys through the |
1424s | experimental period to make sure we can |
1425s | iron out as much as we can next question |
1428s | on people's minds will probably be |
1429s | stability is it going to be more stable |
1431s | now in Unreal Engine 5 or is it going to |
1433s | be stable at all really on launch right |
1436s | now at the time of recording uh we're |
1437s | hoping that at the pace that we're at uh |
1439s | things should be stable for the |
1441s | experimental release our game code is |
1444s | largely the same it's just mostly the |
1445s | engine that has changed but you never |
1447s | know that's still a big change and there |
1449s | might be issues but it is entirely |
1451s | possible that there are some Unreal |
1452s | Engine 5 related issues that we were |
1454s | unable to catch in-house and or without |
1457s | external QA testing agency we have that |
1460s | as well and that like there's just no |
1462s | replacement for putting the game out |
1464s | there out in the wild with you guys to |
1466s | see what you guys catch okay so uh so |
1469s | far we think it's fine uh like I was |
1471s | talking about before but we never know |
1473s | what's going to happen when we give it |
1474s | to you know hundreds of thousands of |
1475s | people so uh yeah and so the areas that |
1479s | we anticipate that might have some |
1480s | stability issues would be areas that |
1482s | have been reworked for example Vehicles |
1483s | that's a contender but if you do run |
1486s | into uh issues with stability uh during |
1491s | the experimental period the old version |
1493s | of the game on on Legend 4 version of |
1495s | the game will still be on Early Access |
1496s | so remember to back up your saves test |
1499s | out the game make sure it's stable for |
1501s | you before committing to your save files |
1504s | um and if it doesn't work out switch |
1506s | back to Early Access and and load your |
1508s | backed up saves okay another question |
1510s | that some people might have like a |
1511s | another implication of this change could |
1514s | be whether or not this affects Hardware |
1515s | requirements and uh I can say uh for |
1519s | sure that we will be upping our minimum |
1521s | spec for the game one of the reasons |
1523s | we're upping the minimum spec is that uh |
1526s | first of all the minimum spec GPU that |
1529s | we had listed there's no longer driver |
1531s | support for that uh for that lowest spec |
1534s | GPU anymore so that's one reason you |
1537s | know Nvidia doesn't even support that |
1538s | GPU anymore so we're not we don't want |
1540s | to support that GPU anymore |
1542s | um the other reason is that the current |
1543s | low spec GPU was unreasonably low in the |
1547s | opinions of the team |
1549s | um the GTX 770 is a 10 year old card and |
1552s | the only reason we went with it was not |
1553s | for any reasonable or educated reason it |
1556s | was like we just kind of had it we just |
1558s | had it in the office so like this will |
1560s | be on minimum we'll just shoot for this |
1562s | um but now that we're putting a little |
1563s | bit more thought into it we think that |
1564s | supporting that card or anything around |
1567s | that is unreasonably low and we don't |
1569s | want to shoot for that anymore now I do |
1571s | have some preliminary new minimum specs |
1574s | preliminary minimum spec is going to be |
1576s | the GTX 1650 uh four core CPU eight |
1580s | gigabytes of RAM and sort of an SSD now |
1584s | this is kind of a weird requirement |
1585s | because technically speaking the game |
1587s | will probably run on a regular hard |
1589s | drive and not an SSD and I guess that's |
1591s | what minimum means so like I guess I a |
1593s | regular hard drive would still work but |
1596s | the thing is nanite greatly relies on |
1599s | write speed okay and so an SSD super |
1602s | recommended also by epic so we need to |
1606s | do a little bit more testing on this |
1607s | before we can be certain but at this |
1609s | stage we think that running on an SSD |
1611s | might be required but yeah anyway these |
1613s | are the specs that we have for now |
1614s | anything is subject subject to change |
1616s | you can let us know what you think about |
1618s | these specs in the comments below are |
1619s | they bananas who knows okay let us know |
1621s | this brings us to the next point is |
1623s | DirectX 11 still supported uh yes |
1626s | DirectX 11 will we will still support |
1628s | DirectX 11 but DirectX 11 does not |
1630s | support nanite okay and so Unreal Engine |
1632s | 5 has a fallback system for this so |
1635s | hopefully we can make use of that and |
1636s | continue to support DirectX 11 but we'll |
1639s | see but the intention is that we will |
1641s | but our minimum spec GPU supports |
1644s | DirectX 12. and so we consider director |
1646s | 12 to be more stable than DirectX 11. we |
1648s | know of certain issues that DirectX 11 |
1650s | has that we cannot solve and so we |
1652s | recommend that if your GPU supports |
1655s | DirectX 12 you should use DirectX 12. |
1658s | that is actually the default in the game |
1660s | now as well and if there's any there's |
1662s | there's little to no reason not to use |
1664s | DirectX 12 at this point but if there |
1665s | are any bugs or any issues or any reason |
1668s | you can't use DirectX 12 then we |
1670s | recommend you trying Vulcan |
1672s | and then if that doesn't work try uh |
1674s | DirectX 11 as a lost Resort also make |
1677s | sure your drivers are up to date before |
1678s | you start switching them because it |
1679s | could be that if DirectX 12 isn't |
1681s | working well for you you don't have and |
1683s | you don't have today drivers that can |
1685s | make a big difference okay so make sure |
1686s | you get the latest drivers one other |
1688s | thing to mention whenever we talk about |
1690s | this stuff is that if you mess with your |
1693s | graphics renderer in the game menu and |
1697s | you select one that your Hardware does |
1699s | not support and the game crashes and |
1701s | that saves it means the game will crash |
1703s | every time you open and you can no |
1705s | longer open the game and you can no |
1707s | longer change those settings back to |
1709s | something that does work again some |
1711s | people have run into that issue before |
1712s | now what you can do is you can delete |
1715s | your game user settings dot ini file and |
1719s | that will delete your settings uh and |
1722s | restore them back to default the next |
1723s | time you open the game that'll send it |
1725s | back to DirectX 12. that file is located |
1727s | uh around it's in the config folder kind |
1730s | of by your save files I'll leave its |
1732s | file path in the description down below |
1734s | but another method that you can use is |
1736s | to use launch options to force a |
1738s | specific uh Graphics renderer so you |
1741s | don't have to revert all your settings |
1743s | back to default that's probably the |
1744s | better option uh now that can be a |
1746s | little complicated for some people if |
1748s | you don't know how to do it so I'm going |
1749s | to leave the information in the |
1750s | description for that as well so that you |
1753s | can |
1754s | um |
1755s | so that you can use launch options to |
1757s | force a graphics renderer go back in the |
1759s | game change the settings and then you |
1760s | can get rid of the launch option |
1762s | afterwards okay the next thing people |
1763s | will probably be asking is what about |
1765s | the build limit has has Unreal Engine 5 |
1768s | fixed the build limit |
1770s | um so for those of you who don't know |
1771s | there's actually a limit to how many you |
1773s | objects you can have in the game in |
1775s | Unreal Engine Okay this limitation is |
1777s | not imposed by us it's it's just kind of |
1779s | hard coded into the engine unfortunately |
1781s | and now what a u-object is is it's not |
1784s | what you and I think of an object in |
1786s | satisfactory is a uobject is an object |
1788s | that's under the hood of the engine and |
1792s | it's it means an unreal object Unreal |
1794s | Engine object and that does not rep |
1796s | necessarily represent one object in game |
1798s | so for example a Constructor can be is |
1801s | one object that we know of right but it |
1803s | can be made up of multiple unreal |
1805s | objects you objects for example they |
1808s | could be the Constructor mesh itself |
1809s | that could be the animated arms that |
1811s | could be another your object the input |
1812s | and outputs could be new um other |
1814s | uobjects the ladders on the sides could |
1816s | be more um could be you objects as well |
1818s | so so a Constructor is made up of many |
1820s | EU objects um and things like |
1822s | foundations are as well they're even |
1824s | even a foundation is not just one |
1826s | uobject uh or historically has not been |
1828s | we'll get to that but one thing that I |
1830s | want to make super clear is that this |
1832s | issue uh affects very very few people |
1835s | like I'm gonna pull a number out of my |
1837s | butt and say like it doesn't even |
1838s | concern 99 of players |
1840s | um I don't know if that number's right |
1841s | but it affects like very very very few |
1844s | people but it affects some people okay |
1846s | unfortunately Unreal Engine 5 will not |
1848s | resolve this build limit issue that |
1850s | we've previously have and in fact there |
1852s | is no change with that issue uh in |
1855s | update eight however |
1857s | uh on the plus side there has been a |
1860s | change recently to this issue uh which |
1862s | I'm not even sure if we talked about but |
1864s | we should have we should have talked |
1866s | about it |
1867s | um actually in update seven the previous |
1869s | update there was actually |
1872s | um a change that was made by us which |
1875s | went a long way to addressing this build |
1876s | limit issue and we did that with |
1878s | something called abstract instances |
1880s | which greatly reduces the number of view |
1882s | objects that are on the map so for |
1884s | example a single Foundation before would |
1886s | have been made up of three uobjects the |
1888s | actor itself the root component and the |
1890s | proxy mesh but now but as of update |
1892s | seven with these abstract instances they |
1895s | can just be one Foundation as one of you |
1897s | object all right and so you can see how |
1899s | huge of an impact that can have with |
1901s | regards to the object limit in the game |
1902s | it allows so that update allows you all |
1905s | to build more it doesn't move the object |
1907s | limit that allows you to build more and |
1909s | still say within the object limit it |
1911s | also improved Save times load times and |
1914s | uh improved like memory memory reduction |
1916s | as well we also have have some other |
1918s | ideas of what we can do to continue to |
1922s | further improve the situation with the |
1923s | object limit but nothing is set in stone |
1925s | for that regarding that and nothing more |
1927s | will be done for it in update eight okay |
1929s | so that's the status of the object limit |
1931s | next thing you might be wondering is |
1933s | well what's going to happen with mods |
1934s | are mods gonna work with Unreal Engine 5 |
1936s | uh no shot there's no way so like |
1937s | whenever we updated engine versions |
1939s | before that would break mods for this |
1941s | update update 8 is a major update for |
1943s | the game major upgrade with the engine |
1946s | as well there's no chance mods are going |
1948s | to work right now they will not work for |
1950s | experimental launch now the thing is |
1952s | that uh mods and mod support is not |
1954s | something that is handled by us it is |
1956s | unofficial we do not officially support |
1958s | mods but it is handled by our community |
1960s | and they've done an incredible job |
1962s | creating amazing tools for modding and |
1965s | there's a plethora of mods out there |
1967s | and as always this happens every single |
1970s | time mods break after major launches |
1973s | um and then it's up to those mod |
1975s | creators in the modern Community to make |
1976s | the changes necessary to support the |
1979s | game again and then those mods come back |
1981s | online again we anticipate a longer |
1983s | downtime for mods because of this |
1985s | upgrade but I'm sure the money Community |
1987s | will do the best they can to get them |
1988s | back online as soon as possible if you |
1991s | run into any crashes that if you look at |
1993s | the stack trace the the information that |
1995s | pops up on the crash reporter when the |
1997s | game crashes if you look at that and you |
1999s | see like names of mods and stuff in |
2002s | there it's likely the crash is likely |
2005s | because of the mod you used and and that |
2007s | is likely what will happen to many |
2009s | people who use mods when you try to open |
2010s | the game uh on experimental |
2013s | um when update 8 launches if that is the |
2016s | case the best thing to do is not reach |
2018s | out to us because what we will tell you |
2020s | is you need to go and talk to the mod |
2023s | Creator or the modding Community or |
2025s | uninstall the mods completely right |
2027s | clean them out using the mod loader |
2029s | uninstall using the mod loader uh or the |
2031s | mod manager mod manager rather |
2034s | um and those are just the things you can |
2036s | do because we can't actually help you |
2037s | with those things all right so if you |
2040s | run into mod related crashes go and |
2042s | speak to the money Community or the mod |
2043s | developer some people might be wondering |
2045s | with a big update like this has has |
2046s | there been any changes to Dedicated |
2048s | servers |
2050s | um or will under 195 break the servers |
2053s | who knows what what's the deal there so |
2055s | dedicated servers will remain functional |
2057s | there will be an experimental branch of |
2058s | the dedicated servers and they will be |
2060s | running Unreal Engine 5 dedicated |
2062s | servers okay |
2063s | um and you thought that the you thought |
2065s | that the dedicated servers they've been |
2067s | experimental this whole time and you |
2069s | thought they were experimental before |
2070s | yeah they're going to be they're going |
2072s | to be really experimental now okay it is |
2074s | likely that the dedicated servers will |
2075s | be less stable than they were before and |
2078s | I understand that a lot of people were |
2079s | frustrated at the stability and lack of |
2081s | updates that dedicated servers were |
2082s | getting before and this is gonna suck to |
2084s | hear because this is a uh this is a |
2086s | downwards trajectory right like things |
2088s | are getting worse for the dedicated |
2089s | servers so I can understand frustration |
2092s | uh and annoyance at that for sure but I |
2096s | just want to reiterate we've said this |
2097s | before in the past dedicated service |
2099s | will get more love they will get more |
2101s | work done to them we have planned to |
2103s | improve features for them on top of |
2105s | ironing out any issues as well so there |
2108s | will be updates dedicated service I'm |
2110s | sorry that they're not coming for this |
2112s | one and I'm sorry that things might get |
2113s | a little worse than I could service now |
2115s | but |
2116s | mark my words we plan on fixing them |
2119s | okay so uh yeah you might be wondering |
2121s | what version of Unreal Engine 5 we're |
2123s | going to be upgrading to it's going to |
2124s | be Unreal Engine 5.1.1 I think I did |
2127s | mention that earlier but just putting |
2129s | putting it out there you might be |
2131s | wondering why did we decide to do this |
2132s | change is it a lot of work why did we |
2134s | decide to do that and the answer is |
2135s | because we're masochists all right we're |
2138s | game developers all right we hate |
2139s | ourselves uh no but the real reason is |
2141s | that like um this is future proofing we |
2144s | believe we think it's necessary at some |
2145s | point to do it and so we might as well |
2147s | just do it now if we don't do it now we |
2148s | have to do it later but if we do it now |
2149s | then we can get it over and done with |
2151s | and iron things out with you guys in the |
2154s | meantime okay so it's probably better to |
2155s | just do it now there's other features |
2157s | that are you know super worth it like |
2158s | the chaos physics system uh Lumen |
2161s | um we think there's going to be |
2162s | long-term performance gains also the |
2164s | world petitioning system is just such a |
2165s | massive gain like why wouldn't we want |
2167s | that right that was a huge deciding |
2169s | factor you might be wondering how long |
2171s | did it take it's taking about four or |
2172s | five months but initially it wasn't it |
2174s | was only just a handful of key people |
2176s | who are working on it and investigating |
2178s | it but then when we got to the point |
2179s | where we were like yes we definitely |
2180s | want this then more people got on board |
2182s | and we and then we committed to it and |
2185s | we made it happen Okay but in total took |
2187s | about four or five months do we think |
2189s | it's worth it uh short term it depends |
2191s | who you ask actually some people say yes |
2193s | some people say ow no no Make It Stop ow |
2197s | some people say owies |
2200s | for example a notable one that you guys |
2203s | kind of saw the effects of was a few |
2205s | weeks back we had to delay one of our |
2208s | teasers because snoot was trying to take |
2210s | in-game footage that's what he was |
2212s | dealing with |
2222s | he was trying to take in-game footage |
2224s | for the teaser trailer and the Shadows |
2228s | were being a pain and then he fixed that |
2231s | and then it was just crashing Non-Stop |
2232s | and we had other people help him and it |
2234s | was a complete nightmare uh and then the |
2237s | teaser had to get delayed and so in |
2238s | those cases does it feel like it's worth |
2240s | it no it feels awful but long term we |
2244s | truly do believe that this is the right |
2245s | move uh yeah long term it will really |
2248s | pay off and so there may be growing |
2250s | pains there have been growing pains for |
2251s | us internally and there may be growing |
2254s | pains for you guys on the experimental |
2256s | launch of update eight and we'll sort of |
2258s | just see what we can do from that point |
2259s | on but we think in the end right at the |
2261s | end of the day right it's going to make |
2263s | for a better game and that is what is uh |
2265s | most important we feel all right so |
2266s | that's pretty much all I wanted to talk |
2268s | about but as promised I'm going to just |
2269s | give a tldr because this video has been |
2271s | massive absolutely massive okay and so |
2274s | let's just do a quick tldr of what this |
2278s | means for satisfactory and what you guys |
2280s | can expect so first of all we anticipate |
2282s | growing pains from the launch of update |
2285s | 8 on the experimental version of the |
2286s | game and then we'll we don't know what |
2288s | that like ironing out process will be |
2289s | like but we do expect that and this also |
2291s | includes dedicated servers we do however |
2294s | believe that this will improve things |
2295s | greatly in the long run we do believe it |
2297s | is worth it there are also a slew of new |
2299s | features that come with Unreal Engine 5 |
2301s | that we can take advantage of so we |
2302s | believe that that is absolutely worth it |
2304s | and for example |
2305s | um there's going to be better vehicle |
2307s | physics with the chaos engine there's |
2308s | going to be more efficient world map |
2310s | streaming with a world petition system |
2312s | that's going to be better lighting with |
2314s | Lumen for those of you who can take |
2316s | advantage of lumen there's going to be |
2318s | better key binding uh for the player and |
2320s | less input bugs when it comes to that we |
2323s | also think that it's gonna just gonna be |
2324s | better Fidelity in general when it comes |
2326s | to utilizing nanite where possible so |
2328s | yeah a whole bunch of new features |
2330s | um coming with Unreal Engine 5 that we |
2332s | can take advantage of in in |
2334s | um satisfactory overall we expect |
2336s | similar or slightly worse performance at |
2339s | the launch of update 8 experimental for |
2341s | some folks but we do expect that after |
2344s | some tweet tweaks with uh Community |
2347s | feedback that uh we're actually quite |
2349s | confident that performance will improve |
2350s | Over time however other new features |
2352s | like nanite and anti-aliasing options |
2355s | like TSR and FXAA will hopefully be able |
2358s | to be utilized by you guys and so that |
2360s | you get more bang for your buck when |
2362s | when it comes to Performance and and |
2364s | hopefully it will mitigate some of your |
2365s | performance issues if you have them so |
2367s | we'll see how that goes and finally we |
2370s | think that mods will for sure break at |
2372s | the experimental launch of update 8. it |
2374s | is up to the morning Community to make |
2376s | the changes they need to their tools and |
2378s | to mods to support the new versions of |
2380s | the game moving forward if you run into |
2382s | the run into any mod related crashes |
2384s | these are not uh things that we can |
2386s | solve you will have to go to the mining |
2387s | Community or the mod developers |
2388s | themselves |
2390s | get an update on what's going on there |
2392s | okay so that's the situation with mods |
2394s | and that's the tldr that's that's all of |
2396s | it in a nutshell if you want any more |
2397s | information about specifics about what I |
2399s | just said and you fast forwarded to here |
2400s | go back and watch the whole video okay |
2402s | but in any case thank you so much for |
2404s | hanging out with me if you made it to |
2405s | the end congratulations I hope you're |
2407s | excited I hope everything goes as smooth |
2409s | as possible with this launch but uh |
2412s | these are bold and brave steps and I |
2415s | think it's going to be worth it in the |
2416s | end so thank you so much for watching |
2417s | this video I hope you enjoyed it if you |
2419s | did leave a like thanks Jace helps a lot |
2421s | in the comments and I will catch you all |
2423s | next time have a lovely weekend and take |
2425s | care bye everyone |
2433s | all right now we're done holy holy holy |
2436s | holy cow holy |
2439s | holy cow what a video |