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https://7daystodie.fandom.com/wiki/Unity
https://unity.com/releases/editor/archive
updating to the newest engine version, so seeing how long they took to get to version 1.0 of the game, sooooo that's an other 10years for the port to newest engine version then eh.
performancewise, you can't polish a turd. its the nature of the beast with this type of game "voxel based deformation" always going to be bad for performance the higher you go with textures and model quality.
maybe Quantum pc is the solution to R performance problems.
moderator. Admin, but not Dev ;)
The issue probably is the drops and not the framerates within themselves. 60 in a game like this is okay, if its consistent. 100 or 60, it doesn't matter. The issue is when the drops happen and going from 100 to 60 for a quick moment is noticable. and while we probably don't see it super clear, like one would from 60 to 20. It is for sure felt as you describe it.
And I'm not convinced that we don't see more than 60fps. I heard about it but it did sound like an experiment with a very small testing pool. And personally, after I got from 60 to 144, going back to 60 it feels and looks off, less clear.
I djust my settings and I play on my own dedicated server that I run on my other computer, which helps a lot with performance.
But its not. Nanite and Lumen do not work well with Voxels. Have you ever used a game engine to make anything because your reasons for why people use Untiy are very wrong. Im done arguing as you dont seem to know much technically (your comments on the source engine are bizarre) so its pointless.
Since you don't want to argue, don't reply, bye.
Didn't the TFP mention this some time ago that the choice for Unity was specifically becuase it handled voxels better than other engines at that time?
And aren't a developer kind of tied to the choice of engine once they release or put a game up for EA?
i have an 144hz monitor and next to it is an old 60hz both connected to the pc, i played a game window mode and placed it in half on half, half the game on the 144hz and other... you get it eh.
other then that the two halfs not connect strait because of resolution diff, "wat was not the test anyways", i could not see the diff, i know for a fact that my 60hz can't show me 144hz and the game was running at 144fps, yet i could not notice the diff, both where smooth movements no stutters... like i said and many others, you think you see the diff because your brain KNOWS there is a diff, that's where you get the "feeling" from too, if you strongly see the diff, that's your brain telling you because it knows there should be a diff. (sadly your brain telling you ain't acurate, because it can't see it)
BTW they have done loads of testing on how much the human eye can see, the speed of what we can see gets measured by the speed r brain reacts to a visual stimulus.
ofc, one human is not the same as other, health, condition of the eye / brain all takes part, that's why i said your eye's can see past 30-60. someone here said it perfectly, R brain is not fast ehnuff to process fast fps. we sadly have r limits.
No, developers can update their game to any engine at any moment, there's no law or contract that stops them from changing engine during development, and after releasing.
wrong, it was not better it was CHEAPER to develop on and it was easier "not sure about the easy part though"