1/4/2024 0 Comments Going medieval roadmap![]() ![]() ![]() If needed, we will address these more specific performance concerns after the general performance issues are resolved. There are also some concerns on certain systems regarding performance in nebulas, with certain map overlays and with the research screen which will need additional work if the low level fixes do not resolve these on all systems. We also plan in the future to add more guidance in galaxy setup as to which galaxy sizes are recommended for systems closer to the lower end of the hardware specification and which are suitable for systems at the higher end. It’s important to note that we also have seen instances where customers are running maximum size 2000 star galaxies on minimum specification hardware, which will likely never result in good performance, but performance across the board has seen significant improvements and that will continue. Our second priority has been performance and while this remains a high priority, we have already made major performance improvements for many systems in the last two weeks and we hope that resolving the remaining low level GPU issues will resolve most of the remaining performance concerns, where systems are above our minimum specifications and playing a reasonable galaxy size and resolution for their hardware. We expect efforts in this area to reach the public within about a week after this roadmap is posted. Second, we are working to improve the low level GPU identification and selection code to make sure that on systems with dual GPUs DW2 is always running on the correct one and that very high end GPUs no longer try to take a nap while DW2 is running. The first iteration of vertex buffer changes is in 1.0.2.8 and we hope this will help many customers. :įirst, we are re-engineering how DW2 creates and manages vertex buffers, which appear to be at the core of many of the issues, especially with AMD GPUs and their drivers. We are proceeding in two main directions right now. The main challenge and delay in resolving these has been the great difficulty in reproducing them. We are working on all of these and have brought in Matrix/Slitherine’s Technical Director to work together with Elliot on some of these issues, especially those which appear to be at a lower level than most of the game code. In addition, we have issues where some very high end GPUs are trying to run DW2 while remaining in some kind of power-saving mode, thus causing much worse than expected performance, or where dual GPU systems are trying to run DW2 on the integrated rather than dedicated GPU to some degree, causing slowdowns and crashes. The most common of these remain frequent crashes (especially in battle) or crashes on startup or black screens on startup. Our first priority remains resolving critical issues preventing gameplay for some customers. This is going to change going forward as I’ll explain below. While the urgency of getting DW2 working for everyone has been driving us to investigate and iterate as quickly as possible, it’s clear that we can’t maintain the pace of an update every day or two and it’s also clear that in that rush we have not allowed time for enough testing between releases. Unfortunately, not all the critical issues are resolved (though many have been) and the pace of the updates has also created some serious new issues from time to time, including some save file problems in 1.0.2.2 and 1.0.2.6 that should not have made it to a public release. These updates have fixed many crashes, performance issues and gameplay issues for many players. ![]() This has resulted in fourteen new updates in the two or so weeks since release. Since release, we have been working overtime to address those issues preventing gameplay for some customers, while also addressing other serious issues affecting a wider range of players. It’s also clear that despite the best efforts of a lot of very good volunteer testers, we didn’t achieve the level of polish that many of you expected at release. It’s clear, in hindsight, that while we had over 300 testers and DW2 was in alpha and beta testing for a year, we did not have a large enough testing pool to catch all critical issues related to hardware configurations. We will be switching to a slower update schedule to make additional testing possible and to improve the stability of official updates going forward.) We will be putting more time into testing beta updates before they go official to avoid introducing new save or other problems. (TLDR: We are prioritizing Critical Issues, Performance Issues and Gameplay issues in that order. For those who have experienced serious issues, we apologize and especially appreciate your understanding as we work to resolve these. Hello to everyone in the Distant Worlds 2 community,įirst, Elliot and I would like to thank all of our customers for your patience and your support since Distant Worlds 2 was released. ![]()
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