Hello Jace.
If you don’t reply I will jump off a cliff without a jet pack.
do it.
Hello Jace.
If you don’t reply I will jump off a cliff without a jet pack.
do it.
Oh shit. I knew Snutt was a troll but it’s almost as bad as having two Jace’s as community managers.
Strap in boys and girls, were in for a ride.
oh yes things absolutely have gotten worse.
all i want for christmas is update info
all i can say is we're working on it, and nothing has changed since the last bit of information drop.
[deleted]
That was the livestream (the name was left over from the last stream which was the Update countdown). Yesterday’s livestream is not available on YouTube (for copyright reasons) but the vod has been saved on twitch if you want to check it out: https://www.twitch.tv/videos/523663296
It should be noted that the arachnophobia option is very specifically intended only to address real arachnophobia, because the replacement models are not less frightening or horrifying, they're just less spider-like. Disembodied glitching cat-heads is still pretty fucking terrifying.
this ^
there is literally someone in the office who -cannot- play the game with the spiders. couldnt even walk past the artists'/animator's desk as they worked on the spiders without freaking out.
Rc lvl?
86
You can paraphrase this for lights.
A light or window isn't too much to render on most gaming computers. But as the number increases, the complexity increases exponentially.
If the dev has full control of the scene, then they can add bits of complexity. If the player can add anything and everything, they can add far too much complexity.
Game engines can do some rather impressive stuff with modern GPUs. GPUs and rendering engines still can do far better when the target is the complexity and quality of each frame rather than speed and quantity of frames.
^^^^^^^^^^^^ it isn't straight forward
Glass is deceptively complex for game rendering. Here is an extremely simplified overview of game rendering: Normal objects made of solid shapes are relatively easy to render. Take some geometry, the location of the object, and the location of the camera, you do some linear algebra. Now you know how the object lays on the screen. Last you color each screen pixel based on which part of each object is closest. But how do you color a window or other object with transparency? There are a few ways to handle transparency but I believe Unreal draws the scene without transparency, then it draws the window on top. But what if there is a window on top of that? And on top of that?
Most games avoid this. In most FPS games, for example, only have one window into or out of a room. They avoid level design where layers of glass might overlap on larger portions of the screen because each layer means that part of the screen with have to be redrawn one more time.
However, Satisfactory isn't most games. People can and will make buildings with layers and layers of glass. And every layer of glass will cause the scene to render again. And again. And again. There are ways around this, for example by clamping how many times you can see through glass, but even if that number is 2, you're still redrawing portions of the scene 3 times.
TL;DR: In a creative game like Satisfactory, transparency have significant impacts on your frame rate.
PS: This is over simplified and is mostly just used to demonstrate the complexity of the transparency problem.
^^^^^^^^^^^^ it isn't straight forward
u/JaceAtCoffeeStain I was at the belief the vehicles did record a rough speed based on the distance covered within the time period allotted (I believe roughly one second) between waypoints when recording a path.
I have actually recorded multiple paths within a central elevated factory building where when recording I drive at no more that 20 KMH (KPH) on entry and accelerate to full speed on exit, when testing the path on autopilot it does actually slow down when entering the building and accelerate to full speed on exit.
The Building has a large concrete floor with an entry and exit and about 8 truck stops aligned one after the other with a two concrete floor separators between them (to prevent undesired unloading), The vehicle follows a single width concrete floor path and when arriving at it's destination veers left into the desired truck stop one concrete block to the left of the main path.
the vehicles will slow down/speed up in order to reach their waypoint. sometimes that means to slow down, or reverse (eg. when missing the waypoint, or colliding and coming to standstill).
Thats what I figured from watching their behavior. So trying to have it jump over ravines or climb steep cliffs would not work.
NOT WITH THAT ATTITUDE at least :P
I was wondering about that. I have not tested its ability to climb steep cliffs while under AI control, so I don't really know how well it works.
Yeah. Because the AI doesn't record your throttle/brake. It only focuses on the next waypoint and just accelerates towards it and/or brakes not to miss it. So this might cause some inconsistencies.
So you admit spending 4h on this while you could have added 2 full tiers, pipes and animated 250 pokémons for Game Freak in this time frame?!
(/s, just in case)
i know lazy devs im sorry
fucking gorgeous. 11/10
i love watching automated explorers doing crazy stuff. i wonder if the explorer is reliable though? it's tuned a bit differently.
this is the sexiest thing of 2019
I want to take a moment after watching the video to shame /u/JaceAtCoffeeStain's IT guys for still using Windows 7 :)
What i use windows 10