Jump to content

HeLLKnight

Members
  • Posts

    67
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

HeLLKnight's Achievements

Survivor

Survivor (3/15)

14

Reputation

  1. Guys, are you aware of Enshrouded, a new voxel-based game that was in beta demo a few weeks ago on Steam? I tried it out with some friends. All the rocks and terrain surfaces looked much smoother and much more detailed than 7 days to die thanks to a tessellation shader, with a performance cost is only 2-3 fps. By disabling this option in the menu you can see a huge change and how low poly that hole in the ground is. I think this could work wonders for 7 days, as although it is improving a lot in its modeling and textures, the ultra low poly of the terrain is one of the things that keeps breaking immersion. @faatal theoretically this would be feasible in 7D2D? I have seen that it is possible also in the old built-in render pipeline.
  2. Oh, new zombie prisoner?! looks like console version at this point is A22 b100. Also lighting looks improved from A21 but could be wishful thinking 😄 Will there be live streaming by TFP or third parties at some point during Twitchcon?
  3. Nice effects! but still using Unity 2021.1 for Alpha 22?
  4. Hey, wanted to give you some initial a21exp performance feedback. I7 13700k, 32gb 6400mhz CL32, RTX3080. Tried resolutions up to 4k and low medium high ultra presets. In general A21 improved a bit in some cases and scenarios, specially in cities with many zombies, great job! I give you results on the top of Higashi tower with other big buildings in the background. Ultra preset - No zombies (killall): 60-70 fps - spamming 50 demolishers: 45-50 fps High preset - No zombies (killall): 80-90 fps - spamming 50 demolishers: 60-70 fps In all cases 1440p to avoid GPU bottleneck, MSI Afterburner reporting GPU usage always below 65%. Far from gold for a 13700k IMO, but better. I've seen a streamer playing a21 with AMD 2700x and 2080ti suffering 30-40fps in a little town with 15-20 zombies, 1440p and medium preset (low GPU usage too), while using other PC to capture the streaming and as game server. Hope there is room for more improvement in this unique voxel game. I didnt have good experiences with dynamic resolution in automatic mode. In heavy scenarios when I'm clearly CPU bound with GPU at 50%, when fps are below 60 the game lowers resolution by a lot and my fps doesnt get up at all. Maybe the solution is to only lower resolution if the game detects itself that the GPU is in heavy use? @faatal implementations of FSR for old Unity render pipeline keep improving. The free mentioned here a month ago got updates, and the 30$ unity store addon is released, gives support and they are looking into Adaptive FSR quality, that can even be seemless as the downscaling is a float value between 1 and 3. Maybe this could improve current dynamic resolution implementation. https://assetstore.unity.com/packages/tools/utilities/fsr-2-upscaling-for-unity-252172 About graphics, I improved antialiasing a lot injecting FXAA on top of ingame TAA with Reshade, improving edges specially in far geometry. Maybe TAA+FXAA or TAA+SMAA or whatever could be an option in a future.
  5. It depends. At 4k 165hz like my monitor, almost all PCs are more gpu bound in almost all games, even in cpu heavy games like 7d2d. But yes, the bad named "DLSS3" frame generation would do wonders to 7d2d, maybe FSR FG will be out this year... This new implementation looks fairly easy and quality wise far better than FSR1, so I will pray to be included with A21.1 🙏
  6. FSR 2.2 now working in built-in render pipeline games like 7 days to die, just amazing! looks like the developers of my past post and Astfgl have talked. Hope this gets @faatal attention as soon as possible 😉
  7. After watching the stream, in my opinion the new assets and POIs in the game look very nice and a huge job has been done. Don't kill me but... precisely this makes the outdated graphical parts of the game engine more visible than ever. The poor lighting system, very outdated effects like ambient occlusion or not so good anti-aliasing, lack of upscaling, and many many more that we are missing. In some respects 7d2d is still a game that causes rejection at first glance for new buyers. Every time I try to introduce friends on Lan parties showing 7d2d at 4k/ultra settings, the reaction is the same: "man, feels like a ps3 game", "my god that pop-in". Not my opinion, but there it is. As a very long project I understand the implications, and all this would not matter so much to me if the game were to be finished in a year or so. In the next TFP game I bought I know that all this would no longer be a problem. But how many more is left until release? Does it make sense not to invest time to update such an old engine now that a standalone version is coming out for PS5 and Xbox series? I can't stop thinking of the huge leap Rust took when they moved to HDRP years ago... they told about how many hours of development saved because of this. In case @Faatal you say again no to HDRP, some people are about to release in a few days a functional FSR 2.2 support working in Classic/Built-in pipeline to Unity Asset Store. This would be a big win for all of us. https://forum.unity.com/threads/boost-your-fps-with-amd-fidelityfx-super-resolution-2-0-fsr-2-support.1357190/
  8. Awesome analysis Blake_! I've just confirmed how 100 zeds stop eating fps after disabling shadows (in a plain without trees or buildings), vs shadows lowest quality. Hope they find a way to create simpler shadows for zeds and trees, at least in low and medium quality shadows settings. It's sad how I saw a +3000h big 7d2d streamer with a beefy PC prefered to completely disable shadows to keep performance, showing people a terrible ugly version of the game. Did you analyzed other settings like object quality? I did a little testing here:
  9. In my testing with a20 in cities FPS improves a ton lowering object quality, and in a second place, shadows. Object quality ultra: Object quality lowest: Yeah, there is a big difference in graphics, I usually play at medium object quality. RTX3080, i7 7700k, 16gb 3200 CL15, game on SSD, pregen 8k, creative mode. 4k resolution, default high preset. Tried also 1080p, low preset, same spot. Ultra object quality is ~45fps, lowest object quality ~130fps. Gallery with all ultra, high, medium, low and lowest here: https://imgur.com/a/z7YjHRV @faatal please take a look how CPU and GPU are quite low all the time, maybe is there a code bottleneck? Also GPU usage seems inversely affected when lowering object quality. Maybe the less bottleneck is there, the more GPU can be used? Hope it helps. Also please take a look to this mod which greatly reduces TAA flickering, maybe can help devs too: https://www.nexusmods.com/7daystodie/mods/1746
  10. New lighting looks promising, considering isn't Unity HDRP, but keep in mind the time of day could favor it. @faatal Can you give us technical details about these new rendering and lighting they mentioned in the last streaming?
  11. Agreed. I love special zombies in Dying Light and Left4dead and how they add different threats to gameplay, hope there are more coming to 7d2d. I find current radiated zeds has the potential to add more zombies behaviors or special attacks, other than doing more damage or have more hp-recovering hp. I like to let my imagination fly, a special zombie like the last revealed could do one or more of these: - Only ranged radiation attacks, and running from you keeping distance or trying to hide - Leave radiation puddles on his way that last a few seconds, the player takes damage if step on - Radiated Fat tourist has gas area surrounding him that convert normal zeds with standard damage to same zeds but visually dripping radiation and doing radiation damage - Crawler has an attack that does not hurt, but tries to grab your leg for a few seconds to prevent your movement and so other zombies kill you - Wight zombie tries to throw you to the ground and bite you, and if succeed all the animation, always infect you Other than that special power and attacks mad ideas, do you plan to add variations to AI pathfinding or behaviors in the future? I would like to see a combination of some smarter zeds with current a19 AI, looking for the weakest spot in your defense, while other are more fool zeds but a bit less predictable too like a16
  12. What if we make AMD to hear us? please take a second to ask AMD to add FSR to 7 Days to Die, so they will contact with Faatal or will make an Unity plugin for both HDRP and URP just did it one minute ago. https://explore.amd.com/en/technologies/radeon-software-fidelityfx-super-resolution/survey
  13. Nice to see much improved street environment art! Now that we have linear lighting and physically based rendering, I just wish devs could add better Ambient Occlusion. The shadowing in weapon, hand, behind the cars. .. look a bit flat. I've experimented adding better AO to a19 with Reshade, its a drastic improvement, and added a lot of immersion. I think Unity Universal Render Pipeline added new modern AO modes, also there is a free plugin "Amplify Occlusion 2.0" based on Ground Truth Ambient Occlusion (GTAO) natively supported on HDRP which is far superior to older SSAO or HBAO, and they claim under 1ms to mid-range GPU at Full HD. @faatal If its not possible to add new techniques or they are for beffier computers, could be possible to upgrade from AO on/off like now, to AO off/low/medium/high?
  14. Could be very cool if they decide to add an option to see stability colors view when building, like Valheim. Yes I know there is a dev menu for that.
  15. Awesome new shots Dust2death, can't come soon enough! Maybe it's me, I find some tree trunks a bit too bright compared with the leaves, or maybe it's the just the sun position? On the other hand, I think it would be worth trying to improve the appearance of the 2D grass on the ground, since you're watching it all the time. When the ground has the same color and brightness/contrast as the grass it looks great, but otherwise it looks pretty fake. Hell, I would even sacrifice a few fps for better grass. Rust game uses Unity and looks much better, do you think could be possible in this voxel game without killing the performance?
×
×
  • Create New...