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Drav

Developer
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About Drav

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    Lead 3D Artist

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  1. 30 mm canon no damage

    He didnt actually hit you. Granted you wouldve got splintered pretty bad from the tree hit irl i suspect, but, to answer your question, we are planning to have selectable high explosive rounds for engaging infantry, and these Armour piercing rounds are darts for killing armour. The AP rounds have no splash damage but good penetration, while the HE rounds will have plenty of spalsh damage, and less penetration. Hope that answers why it is like that.
  2. Training field and console should work fine. Post some results, im always interested
  3. Actually, those numbers on stat unit can be a little bit deceiving. Although the game thread and the gpu thread are seperate, they still have to wait for each other to make a frame at the end. So it can be that the gpu is waiting on the cpu, even tho it is showing times only a few ms more. One way to tell, is to look at the game thread, if its pretty high, up close to the gpu time, but the draw thread is quite low, chances are the gpu is waiting on the game thread. Another better way is to join an empty server, run around a bit and printscreen your stat unit and fps then join the same map on a full server, and look at the difference. If you are getting much better fps on the empty server, your gpu is waiting on the cpu on a full server. On an empty server, your gpu will be the bottleneck, and on a full server your cpu will be currently. You should also get much better fps on an empty server. If none of the above is true, then maybe a 1070 is too slow for 4k, but i doubt it. And yes, cpu optimisations are on our immediate hitlist
  4. Is dev team searching for volunteer ?

    We are looking for fairly specific requirements for our developers, mainly being pretty experienced in game development, so i dont think you fit the profile of what we are looking for atm. However, if you want to start contributing to squad, and leveling up your experience, download the SDK, and maybe check out the Squad modding discord. Afaik you can start making new game modes/code in the editor, and although you cant compile and release them yet, this is something we are working on.
  5. Devblog - Out and About

    probably just reference, but the good thing is you have a high res but triangulated part of everything in the viewport with you, and all the photos as reference as well. And blocking out and proportions etc are a cinch. As for textures, outside on a cloudy day would get you good useable results, but moving a t72 on a whim isnt the most straightforward of tasks. Something for next time tho. There is still the probability that even the textures would be better remade in substance or photoshop, and that the scanned ones might not be as good, but, if you're going to all the trouble of doing this, might as well go in with the objective of getting get the best scan you can capture, especially as these will last for years as a perfect reference.
  6. Devblog - Out and About

    Heya rhino, its all automatic, it compares the parallax differences between a series of photos and from that can triangulate where the photo was taken in 3d space. Well, thats my understanding of it anyway, as long as you set the camera up correctly, you get good results, but it takes a fair amount of trial and error to get familiar enough with the process to get really good results. Id say these were about 80% good, the models are perfect for what we want them for (a 3d blueprint) the only real letdowns were in lighting, which we couldnt do much about, and have a plan for for next time. If you want any help getting started with photogrammetry, shoot me a pm!
  7. Devblog - Out and About

    Yes, its possible, especially with ground stuff. We are already using photogrammetry for some objects ingame, and experimenting with other aspects too. If we get any good results, we'll do another blog.
  8. Bottlenecked by 'Rendering Thread'?

    Just a wildcard, no idea if it is your issue https://answers.unrealengine.com/questions/318806/huge-performance-drop-when-evga-precision-is-runni.html
  9. thats super weird man, you should be getting a lot better frames than that....like i say, i am on a 770 and i mostly get 50 fps on goro
  10. Alright, we have the fps decrease figured out on zooming in on vehicles, we're looking for a fix for that. @ripgroove did you say you were loosing fps on firing in vehicles or just when zoomed in? As i cant find any firing fps drop, or not a major one on my system, and ive only got a 770, but i defo get the zoom one on certain maps.
  11. Make sure you guys have texture streaming ON not off. We're going to make some changes here as in retrospect, shouldve worded it differently, as most players just assume off = better perf, whereas in this case its defo the other way round. Ill try and take a look at how the streaming is done too, i only have a 2bg card and it works ok for me, but yeah, would be nice to fix this stuff, as i dont think its the game being too heavy, but that we (or epic!) may have set something up wrong. RipGroove, can you go ingame, open the console with the tilde key (its the key to the left of one and above Tab) type stat unit, and then stat fps, and post a screenshot of that? Ah ok, reading through again, yeah, a few people have mentioned fps drops while zooming on turrets. Im actually investigating this right now
  12. The Wrench - February 2017 Edition

    Mmmm those tunnels!
  13. Free look & weapon rest position

    but tbh even with realism in mind.....i think being able to split 1st and 3p weapon views is better, as i think everyone agrees our sight pictures are a little too far away from what you see in real life, so its a case of, an unrealistic mechanism, to get a realistic result, which is what video games are all about
  14. Free look & weapon rest position

    from a player pov, nothing has actually changed really. Youll still be able to see your body, it just means we can move things round a bit for first person view. A good example is weapon aiming. When aiming at the moment, we cant pull the weapon closer than now, as the buttstock starts clipping into the shoulder. With the new system, we can have different animations for 1st and 3rd person, so from 3rd person, the guy is aiming one way, but for 1st person we can bring the sights closer for a better sight picture. Same kinda thing for things like vaulting actually make the experience nicer, not worse.
  15. January 2017 Monthly Recap

    Ah cool man, i havent seen that, ill check it out now. We used small meshes before for the scopes, and that is actually what is ingame now. For anything with multiple zoom levels tho, you end up either having to switch meshes which is a nightmare to align and scale with a new fov, or you end up with a big bulky mesh on the second zoom level. I tried using planes and small one pixel wide textures, but it didnt work well with the post processing, and just looked a blurry mess. This is an overlay, so sort of like a ui texture, and thus not affected by post processing, so it says sharp on your screen. Atm this is a stopgap tho, as i just wanted to get the art and a simple implementation done. I think in a10 we will move this into a postprocess effect.
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