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They made the map bigger (able to zoom out further) not too long ago. Yet it is still limited in size though. As for optimization and loading times. I greatly doubt that has anything to do with it at all what-so-ever.
When you zoom out the game is forced to create a larger visible pixel grid for you, partially from what is around you now (which needs updating at least once a second) and what you have explored on file. Once you zoom out that pixel grid becomes massive and as you move the view it needs to be updated with what is on and off the screen panel. When your machine is asked to draw more pixels per inch than your actual screen has then it must compensate by deciding which pixels to draw and why (This gets taxing on your GPU) and a reason why photoshop can't handle large 300dpi images on mediocre machines. Because of the larger than seen active pixel grid. So while I have a "Good" machine others have "mediocre" or simply "good enough" machine. So like I said likely an optimisation thing and they settled on this size for a reason and that's great that they made it bigger not so long ago but you have no idea what you are talking about. What-So-Ever. This is why you asked.
I might add that maps are not cheap on resources by ANY stretch of the imagination.
Beyond that, it is pretty well as I-smith described. but that is still a fairly large amount of data to display, if not rendered as image file(s), clamped to certain zoom levels.
Not seeing the entire map made sense when the world was infinite. It no is infinite and it no longer makes sense. The reason stated above appears to me, to be not much better than a cheap excuse. Most games with a map are not limited in this way. TFP needs to get on this and make it happen if this is the actual reason, preferably sooner than later at that.
Yes you can get the terrain to generate infinitely. It becomes unplayable a little past 100k.
Also rendering at further zooms creates an exponential issue in the renderer. eg: default zoom = 1. zoom out x2 = 4. zoom out x3 = 9. zoom out 4 = 16.
This soon becomes zoom out 32 = 1024 and so on. Like I said it becomes very expensive very quickly. it's not a simple task of making a toggle either. If you want this feature then wait even longer for npc's.
The map is not going to be expanded to 60K. The rad gear is for small pockets of irradiated areas that will have choice loot, and are only accessible with the suit. 10K is the new limit because they cannot solve the shakes issue, and short of .xml edits we won't get a bigger one now.
If you have read from a dev it will be 60K, please post a link to the source. I follow this game closely and have since 2014, and 60K would be news to me that said.
I'm in no rush for NPC's either. Or any feature, I would much rather they take whatever time required to do it right and do it well. However if it was my show to run I would make the map zoom out more of a priority. Being able to define the maps edges and yet not see them at the same time just feels cheap and lazy. Regardless of if it is or not, it still appears that way.
I can only speculate that the shakes are due to a poor implementation of unity as the engine I have built to run as a back end to unity for my own game does not suffer such issues. I have near infinite terrains and worlds (possibly limited to about 24 million kilometers across as of now though that should change soon) in all directions, both in sp and mp with no shakes or lighting issues. That includes up, down, north, east, south and west. This also allows me to create wrapped worlds where traveling in the same direction brings you back to the same place you started if world wrapping is enabled. I wish I could show you but until I go into public funding I have allot of polishing and features to add. TFP have done a great job so far and their voxel grids are quite different to mine in that they cost more to store as of yet due to the terrain smoothing and additional data required by such a system. Though I could implement such a terrain smoothing system to my own engine and still not suffer the shakes. It seems to me like a scaling issue in the render environment in unity that causes this for the fun pimps.
I have also been a backer of 7DTD back since alpha 5 or so.
Sorry I did read that as you had 60K confirmed, I always did intend to edited the size of map once gold if it was still limited to 10K though.
As for the rest it seems like something solvable (the shakes), that TFP gave up on. I never really had any problems wit hit myself, but my CPU is pretty OP for gaming. Actually my setup in general is (see my profile if you care for the details), but my GPU is due to be updated (holding out for a GTX1080 when EVGA rolls some out).
Your game sounds interesting though, I'd like to check it out myself when you are ready for it. Any guesstimates as to how much time until you go public?
Sorry...I know that's offtopic...geek-drooling...
I on the other hand had seen this happen in early stress tests of my prototype engine and had observed it happen in games like Minecraft. So I went in with some forethought on the matter and carefully designed my system to handle it by compressing regions down into manageable slices and offsetting the renderer in unity based on the players position when they load up a game. This theoretically means that you could encounter the shakes if you traveled non stop in one direction without ever leaving the game and coming back. But as soon as you did start to experience the shakes it could be remedied by reloging. It's again no simple feat to achieve based on if the game is built with this issue in mind let alone if the issue is discovered after the game is already established as a code base.
I hope to have an exploreable world demo available by the end of the summer but I make no promises as I have web services, user logins and content storage for user created content to build before I can allow it into the hands of the public. I post updates Here[www.facebook.com] if you want to follow it and there are some old test shots for the terrain renderer in the photo albums on that page as well as some newer pictures of the game launcher and art style direction on the timeline.
Yea I dunno if I can wait long enough as ti is usually around 1 year off the vanilla launch, I'm hoping to wait it out for like a 2.0 EVGA one. Already has more balls than a Titan X so should be solid enough. I was thinking 980ti myself but I like one valued at $1K USD... and the 1080's will go for $550 and be better. Makes me wonder what will happen to the 900 series pricing at that much lower. Titan still has way more vid ram though so it still has a purpose for now.
I don't think I ever went much beyond 20-30k anyway, myself, even when it was still default-infinite...so never knew it could be so bad until I read some threads on it at some point.
See learning even a little from posts like this has really made me see games in a new light, and I have been thoroughly enjoy participating in the development in what little ways we can of games in the Early access program. This is the kind of stuff that has me loving the ride as much as the gaming itself. Especially since when it comes to programming I am worse than useless, but I am willing to listen and learn what I can. This thread has been particularly enlightening so thanks for the detailed posts I do appreciate them. Having some PC trouble I hope to solve after work today or tomorrow but I will try remember to log in and save that link so I can see what you are doing, you have me very intrigued.