![]() ![]() Changes to vehicle spawn points, initial attachments, and finally - weapons are both spawning with random attachments AND a chance to spawn with magazines that have a random amount of ammo inside them.īeyond. 60 also has continued iteration on the Central Economy (something I think many people don't realize is VERY critical to the DayZ experience) with the audit mentioned in previous Status Reports complete, as well as changes to the tagging for weapons. 60 obviously focuses most heavily on implementing the engine's new renderer. I'm confident that a global increase in frame rate playability, as well as a huge upgrade in the visuals in DayZ are going to be well worth the work that has gone into the part of the Enfusion engine, and I can't wait to share it with you all. Finalization of New Renderer Settings UI/Options Implementation of all base renderer features In addition to continuing bugfixes on into beta and the 1.0 release, the new renderer technology will open up many new particle effects to the design team, and we'll be working with GPU manufacturers for cross testing to isolate areas in which hardware specific optimizations can be made. It is key to keep in mind as said many times before - this is just the first iteration. Globally, frame rates on average can be in the 40 to 60 range on average - so obviously our focus right now is in those major cities. With trouble areas in the DirectX 9 area dipping as low as the mid teens in some situations, we consider it critical to isolate those areas and ensure we can hold a stable 30fps (In Direct X 11) in them. The engine team has a daunting task ahead of them, focusing on the last few hurdles to unlock the capabilities of the renderer while still combating and improving legacy engine scene management. New Chernogorsk has caused us some performance hickups we want to resolve to an acceptable playable frame rate. Our work currently is focused on optimization of the performance inside major cities in Chernarus. We are of course working hard on getting it ready, and on to experimental branch as soon as possible. ![]() However, this was expected as a high chance. As mentioned as a high possibility, we ended up passing our internal goal for putting 0.60 in consumers hands.
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