Sad to know as well that the current visual style is actually accepted as good. Further on, you spend multiple paragraphs talking about optimization only to end up removing graphics effects as the only real "optimization" coming up in a tangible timeframe. PQS being limited garbage was known before KSP1 got to 1.0, and then y'all went and wasted time on it only to obviously have to throw it away? plus this gives much more credibility that this EA was just a tech demo propped up on the toothpicks that are both Unity's default systems and KSP1 leftovers. Whilst one can most certainly appreciate any work being done, I can't believe the stuff I'm reading. Triplanar mapping is superseeded by biplanar mapping which only requires 2 texture samples instead of 3, offering an immediate +50% performance at expense of a small additional amount of math.Įdit: For those interested, here is information on Concurrent Binary Trees (please don't call the new system CBT, you will be made fun of) and their implementation: That only required 2 samples * 3.Īlso, since this is not mentioned often and articles about it are far and few. KSP1's method of just scaling the texture based on the log of the camera distance from the terrain worked well enough, and might be a suitable replacement for low/medium graphics. This visual polish comes at the cost of accessing each texture a few more times, putting strain on the memory bandwidth of the GPUĪssuming the terrain shader is using Triplanar Mapping, this means that the samples for the anti-tile system increase by an additional factor of 3. Making games is a team sport – and like any team sport, the team has to train together to play together well, even if the individual players are really good at what they do! We want to get to a 1-week cycle by the end of the year, and I think we know how to do it – we need to make some improvements to our infra and our process and then just lots of practice. A year ago it took us about six weeks to push out a release, and the dates fluctuated a lot. We don't announce these dates to anyone because if they slip, people get annoyed and we have to Explain Things and that's no fun at all.Īlso: it took us a while to get to this point – we had to get the dev teams working together well, we had to get the deployment infrastructure set up, we had to get QA familiar with the project, we had to scale QA to match the dev teams' velocity, and so on. Like, we're targeting next Wednesday to release the version currently in QA, but if something turns up before now and then (and it sometimes does! That's why we have QA, so they turn things up!) it might slip until Thursday or Friday, and if everything goes absolutely smoothly we might be able to release it already on Tuesday. The project I work on is on a pretty regular 3-week cycle at this time, but even we can't predict exactly when a build is out of QA. My interpretation for their silence is that the patch is currently in QA, and they don't want to give an exact date for when it'll be out of QA, because if you do that, there's a big risk that either it'll slip, or you'll have to release it in a worse state than you'd like. I'm also eagerly waiting for the first patch! But no, if I'm honest I expected more information regarding the first patch the game desperately needs Its a good read and I found it interesting.
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