@RedBullGames: Itβs one of the biggest multiplayer hits in years and now @PlayWarframe is upgrading its melee combat.
Here's everythingβ¦
@PotatoLifeGamer @PlayWarframe @DigitalExtremes @rebbford AHHHHHHHHHHHHH!!!! πππ
It's perfection π
@PotatoLifeGamer: I want it, I got it ππΌ Made an improved Kubrodon plush. Quite the difference from before! () Noβ¦
@CptJujux IT SURE DOES!
(already pre-ordered π)
@johanvinet @Exclusively_Lex CONGRATS!!! π€
@PhoenixFieryn Expect so
@LudwigTheMad Whatever is available yes
@Daykodev For a phase, yes, so we update scripts, kick GC job (which locks scripts)... if we come back around to next update phase and it's not done yet, we have to wait for GC to yield the lock.
@Slobbotry Trust you do not want graphics coders reworking Vauban.
@IsaacCl360 In general absolutely - here the programmer is focusing on reducing peak times (the source of hitches) vs. averages but you got it.
@AmericanAsian_ @soelloo The Nintendo Switch stream tomorrow will still be live at 10 a.m. ET!
@RedBullGames β Thank you!
@Viktorija4eva @rebbford @soelloo @Helen_Heikkila @sj_sinclair @moitoi Love this!
PS4 @ 4 is cancelled for today, Tenno! @soelloo will return next week. π
@IsaacCl360 Very good question! You're seeing some volatility in the combat stats since it isn't deterministic (RNG enemies). Ideally it would be but here we're mostly measuring to ensure gains are made.
'GC' = garbage collection. W/scripts you don't worry about memory management but that has a CPU cost. Threading lets you avoid stalling (see "Lock") the main game update during this time. Still, you want that work to finish as fast as possible, so you fuse to reduce mem usage.π΄
@Replikation1 The different code changes required to make it faster.
@Voltageadk I understand. Pls try your best to have an open mind when you try it.
@estragonvel Garbage Collection
@BobbittDebbie I can't remove it for DB reasons. I will check on the increasing the limit tho...