Our next stress tests are scheduled for:
What's new?
The World Breaker II event provided a cornucopia of bugs, crashes, and performance metrics for us to work with. Not to mention feedback, tons of fantastic feedback! Thank you all for taking the time to respond and share your experiences.
This week brings a number of design changes, quest updates, and smaller bug fixes. I personally have spent the last two days digging deep into performance issues associated with building a humanoid character. There's a lot of issues that need to be fixed to alleviate some of the CPU overhead and it's going to take a bit of time to sort through it all. However, I am confident that we can make significant improvements here to reduce load in times and crashes for situations where there are many humanoids involved.
I enabled something called "Deep Profiling" on the server for this evening's test. I humbly request that we all pack into a single zone for 5-10 minutes at the start of the test and run around (not necessarily clumped together) so that I can take some profile snapshots. :hugs:
REMINDER: the servers will be open for 4hrs Wednesday evening. The servers will open again on Friday @ 12pm central and close on Tuesday at 12pm central. See events in Discord for timezone translations.
Bug fixes / improvements:
Humanoid Optimizations
This past weekend gave us a ton of great info on crashes and general performance bottlenecks. One area which was causing a lot of performance issues is our memory overhead - which seems to grow with the number of humanoids visible on screen. When we build a human character we merge textures that use the same material into an "atlas" in order to reduce the number of draw calls required. One drawback of this method however, is that each humanoid now requires a unique atlas residing in memory at any given time. And as you can imagine, the more humanoids you have, the more memory required.
Previously we had reduced the atlas resolution (which reduces the memory footprint) of far away characters, but any character within the closest distance band (which is roughly 30m) was rendering at full res. This week we are getting a bit aggressive in how we handle atlas resolution scaling. Now only the 5 closest humanoids will render at full res, the next 5 will render at half res, and the next 5 will render at quarter, etc. This still only applies to humanoids within the closest distance band, as anything outside of that range will render at a significantly reduced resolution. Note that there are a few bugs (that have been plaguing me for ages) causing the distance bands to not properly update so you may run into a few humanoids up close with complete potato texturing. Please let me know how frequently this occurs.
Works in progress:
To see a full list of what is currently in progress head on over to this thread. I will do my best to update this list on a weekly basis and highlight the differences from the previous week with bold font. Below I will highlight some of the upcoming changes in more detail.
More Humanoid Optimizations (timeline: 1-2 weeks)
Humanoid creation is currently a very CPU intensive process which can cause severe frame drops when entering a humanoid heavy area. I will continue my quest to optimize this process and relieve some of that overhead - which may also fix some random crashes some are experiencing.
Ashen Creatures (timeline: 1 weeks)
Ashen creature spawning tech has been fully implemented and testing. In addition, a first pass at ashen VFX & lighting has been made along with packing the new textures appropriately for deployment. Next week we hope to start spawning these creatures in the world!
Mob Leashing Updates (timeline: 1-2 weeks)
As it currently stands every mob has a "soft leash" distance. Outside of this distance if a mob is in the idle or wandering state they will elect to return to their point of origin before resuming their idle/wander. Implementing a "hard leash" or a "reset" state for an NPC is something we are considering, but it has a few extra complications. Some of which are for those who like to kite and issues with different zones/regions having different average leash distances for NPCs. In fact, we already implemented this tech, but it is currently disabled because it causes some funny business in a number of the above described scenarios.
Known Issues:
Wed. August 17th @ 8pm central
(Thurs. August 18th @ 1am UTC)
The developers will meet in Discord and test for approximately one hour. However, the servers will remain open for roughly 4 hours. The most up-to-date client can be retrieved via the patcher found on your account page.(Thurs. August 18th @ 1am UTC)
What's new?
The World Breaker II event provided a cornucopia of bugs, crashes, and performance metrics for us to work with. Not to mention feedback, tons of fantastic feedback! Thank you all for taking the time to respond and share your experiences.
This week brings a number of design changes, quest updates, and smaller bug fixes. I personally have spent the last two days digging deep into performance issues associated with building a humanoid character. There's a lot of issues that need to be fixed to alleviate some of the CPU overhead and it's going to take a bit of time to sort through it all. However, I am confident that we can make significant improvements here to reduce load in times and crashes for situations where there are many humanoids involved.
I enabled something called "Deep Profiling" on the server for this evening's test. I humbly request that we all pack into a single zone for 5-10 minutes at the start of the test and run around (not necessarily clumped together) so that I can take some profile snapshots. :hugs:
REMINDER: the servers will be open for 4hrs Wednesday evening. The servers will open again on Friday @ 12pm central and close on Tuesday at 12pm central. See events in Discord for timezone translations.
Bug fixes / improvements:
- Hot Fixes from the previous weekend:
- Fixed: death icon tooltip for other players will no longer say "Right click to forfeit"
- Fixed: a number of holes in the floor and walls in the new dungeon
- Rebaked new dungeon nav mesh and cleaned it up a bit.
- Removed some unused rooms in the new dungeon to help with performance.
- Fixed: issue with spider death animation
- Fixed: audio sources should now reference the correct mixer group. This "should" fix the issue of entering an Emberdrift and having the static audio blaring
- Fixed: a number of typos and grammatical errors in various NPC dialogs.
- Added: the new quest "Missing Apprentice"
- Added: Transmission toggle in the video settings.
- Krenner found his clothing.
- Updated dialog for the crafting quest
- Fixed a typo in Dante's dialog.
- Fixed an issue logging in if your username had special characters
- Tech
- Fixed: lasting effect applications should be more consistent in how they overwrite or do not overwrite an effect that was previously applied. If an ability has both an instant damage component and a lasting effect, yet the lasting would not take hold the instant damage will still apply.
- Fixed: Unbinding a key was not properly saving.
- Added: tech to allow NPCs to execute abilities while in pursuit.
- Added: "/help" and "/list" commands to well...list available commands! Improvements still to come here.
- "/afk" command now toggles your afk status on/off.
- Fixed: You can no longer crouch while an input field (chat) is active.
- Fixed: Specialization level now "catches up" to your base level once they hit the same level.
- Adjusted: Npc observer distance bands in Central Veins & Dryfoot Stronghold to ease the load on the navigation system.
- Added: Ashen spawning tech. We hope to start filtering these into the game next week.
- Fixed: partially resisted DOTs were adjusted to the wrong values.
- Environment / Art
- Decreased the ambient light strength in central veins.
- Spider entrance rooms in central veins have been decorated with webbing.
- Decreased max view distance in Central Veins (should improve performance without noticing any other differences)
- Fixed: texture issues on Tin nodes.
- Increased texture resolutions on Copper & Tin nodes.
- UI:
- Overhead nameplate height should be more consistent. There are occasions where the first spawn of a creature has the incorrect nameplate height but subsequent ones are fine - something I am looking into.
- Design:
- Webs in Northreach cave are a bit stickier.
- Ridgebacks have learned to trample.
- Fixed: properly enabled "Missing Apprentice" quest.
- Lay of the Land can now be used while holding a torch.
- 1H hammers have been merged with maces for flanking bonuses and general availability. These will be phased out as unique weapon types except in rare cases.
- Supporters can now use 1H blunt weapons as their main hand weapon.
- Refactored 1H weapon damage; average damage was reduced on most 15+ 1H weapons.
- Short Swords and Curved Swords now share damage/delay stats but continue to differ on flanking bonuses and visuals.
- Dagger damage profile adjusted for a larger range of damage.
- Added new visuals to some uncommon weapon drops and quest rewards.
- Fixed issue where certain quillbacks were only spawning during the day in Redshore.
- Fixed issue where some tools were incorrectly named "Rusty"
- Chitin Helms are now Chitin Masks to fit the visuals.
- Distract has been renamed to Distracting Strike to be clear that it also deals damage.
- Fixed an unsorted potion recipe on the Northreach merchant.
- Tool progression and quality has been revamped
- Crafted tools can now have "Imbued" versions with flux just like other equipment.
- All tools have a required gathering level to use.
- Merchant quality tools have less durability than crafted tools.
- Merchant tools and non-imbued crafted tools no longer have a bonus to harvesting speeds.
- Imbued tool durability and harvest speeds are derived from material properties similar to how imbued equipment works.
- Filled out 1-50 tool progression. New level 30+ tools can be found in Redshore.
- Runners now run.
- Northreach Dungeon Entrances have been scaled back in mob density.
- Reduced Central Veins mob density.
- Reduced Central Veins 3-chevron presence.
- Mire Exploding Pods ability now has a longer cooldown.
- Food and equipment regen values have been refactored to account for new regeneration rates.
- 1 Chevron humanoids will no longer equip longbows.
Humanoid Optimizations
This past weekend gave us a ton of great info on crashes and general performance bottlenecks. One area which was causing a lot of performance issues is our memory overhead - which seems to grow with the number of humanoids visible on screen. When we build a human character we merge textures that use the same material into an "atlas" in order to reduce the number of draw calls required. One drawback of this method however, is that each humanoid now requires a unique atlas residing in memory at any given time. And as you can imagine, the more humanoids you have, the more memory required.
Previously we had reduced the atlas resolution (which reduces the memory footprint) of far away characters, but any character within the closest distance band (which is roughly 30m) was rendering at full res. This week we are getting a bit aggressive in how we handle atlas resolution scaling. Now only the 5 closest humanoids will render at full res, the next 5 will render at half res, and the next 5 will render at quarter, etc. This still only applies to humanoids within the closest distance band, as anything outside of that range will render at a significantly reduced resolution. Note that there are a few bugs (that have been plaguing me for ages) causing the distance bands to not properly update so you may run into a few humanoids up close with complete potato texturing. Please let me know how frequently this occurs.
Works in progress:
To see a full list of what is currently in progress head on over to this thread. I will do my best to update this list on a weekly basis and highlight the differences from the previous week with bold font. Below I will highlight some of the upcoming changes in more detail.
More Humanoid Optimizations (timeline: 1-2 weeks)
Humanoid creation is currently a very CPU intensive process which can cause severe frame drops when entering a humanoid heavy area. I will continue my quest to optimize this process and relieve some of that overhead - which may also fix some random crashes some are experiencing.
Ashen Creatures (timeline: 1 weeks)
Ashen creature spawning tech has been fully implemented and testing. In addition, a first pass at ashen VFX & lighting has been made along with packing the new textures appropriately for deployment. Next week we hope to start spawning these creatures in the world!
Mob Leashing Updates (timeline: 1-2 weeks)
As it currently stands every mob has a "soft leash" distance. Outside of this distance if a mob is in the idle or wandering state they will elect to return to their point of origin before resuming their idle/wander. Implementing a "hard leash" or a "reset" state for an NPC is something we are considering, but it has a few extra complications. Some of which are for those who like to kite and issues with different zones/regions having different average leash distances for NPCs. In fact, we already implemented this tech, but it is currently disabled because it causes some funny business in a number of the above described scenarios.
Known Issues:
- Terrain textures have a bit too much tiling. This will be resolved shortly.
- Characters can get stuck in any looping animation if they do not properly complete. This is most noticeable for strikers using a bow.
- Not all ember rings and/or POIs are proper map discoveries. This is especially true in Dryfoot, Dryfoot Stronghold, and Redshore. Discoveries and map uncovering is a WIP and will be revisited soon.
- Deconstructing crafted items returns junk 100% of the time.
- cannot roll on loot while unconscious
- not all clothing/armor has visuals
- Dragging a group-nameplate in the group window will set the wrong pivot point for the group window and the whole thing will drag a bit weird.
- typing chat text may occasionally become invisible. unfocus your chat window and trying again a few times typically resolves this.
- Sometimes when you respawn you don't end up at the proper Ember Ring --> if this happens please report the position where you died via the "/report" command or "/debugposition" (if using debugposition you'll need to paste the value here)
- MacOS:
- Character creation camera is bugged on Apple Silicon macs. The issue has been submitted to unity.
- Zooming the camera while holding the right mouse button can cause your chat window to scroll. This is not intended behavior.
- At some camera angles the sun may go dark. This should not happen frequently but is readily reproducible at some locations. Investigating a fix.
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