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External link →Is this real? Who controls the featureupvote status?
External link →Done is the catch all close for tickets on feature upvote. Essentially the ticket has been reviewed and it is not planned.
Vehicles were added to the game and removed during development, as they were not fun and causing significant performance problems.
Instead, they were replaced with tamed animals. These use existing systems and are slow enough to not exacerbate streaming terrain and cave performance issues that vehicles bring.
Don't understand, why vehicles work in other games, but not in Icarus.
Icarus seems to have problems with graphical rendering. I have a RTX 3090 and Icarus can bearly do 60 FPS on 2k Mon, while I game Dayz on 120 FPS on High settings. It seems that all Area (even if not looked by the player) is rendered in full detail or sth. And even then, when you enter a cave or sprint in a new chunk, the area is not loaded fully.
As an enthusiast of Icarus, I am really curious, if the development is working on bettering the graphical rendering, and furthermore planning to add vehicles, later, when rendering is fixed?
I didn’t say they didn’t work, I said they caused performance and balance issues. Most especially with how we made the world.
There are enormous amount of trees in the game, and other rocks. How ICARUS tracks the world is more memory intensive than other games, allowing us to set trees on fire and other things.
Loading in/out of chunks is the cause of lots of memory “churn” and this loading in/out causes or exacerbated the circumstances that cause stuttering.
We had vehicles working but they were not fun, and not performant. Additional work would have to be done on a lot of areas for vehicles to have a fun game loop.
Hello. Thanks for your reply. And why are Vehicles unfun?
While mounts are only faster than the character when they sprint, but slower when they get exhausted. And moving is a lot of time just the mather of wasting 20mins to get somewhere, without any point. Feels like old OG dayz (walking siumlator).
The vehicles needed our extensive plans for the orbital station, as they were heavily component driven. You would drop down, get the stuff you needed, go to orbit, make better engine etc... When that was taken away, the vehicles were magical devices that kind of just undid the whole idea of movement and going around.
Without all of that the game is a "walking simulator". It is designed as "cavemen in spacesuits", like a Peter F. Hamilton book. So the game is heavily balanced around prepping for a hike basically. That was what was achievable and what the game focused on.