Jump to content
Heatofbattle

New Renderer

Recommended Posts

Maybe I wasn't as clear as I should have been. I am frustrated more about the fact that the renderer isn't taking the main-stage, the other criticisms I have some valid, some less so, don't belong here.

This post was meant to raise the question of "are the devs focused on the right things? 

I think that they aren't and that the renderer should take front stage.

Renderer is being worked on.

This is a war being fought on many fronts, a logistical exercise.

 

It may not be receiving 100% of resources, and perhaps not even managed as we'd like.  On the other hand, maybe it's being managed beyond what most would expect...

They are playing it close to their chest for the most part, but work on the Renderer has been ongoing and still continues.

 

I and many others of these forums, could have told the majority that either Beta will not be releasing on time, given the steps still to be put in place, or that should Beta come as per schedule, it would be a Beta by name only.  The game still has some time to go in my eyes, with the features still to come. 

 

Post-release support (or at least support from last major SMoss talk) of up to 5 years has been promised, so i'm sure more will come in the future, but base-functionality and features have not been met.

Share this post


Link to post
Share on other sites

A game is not a noodle-soup which can be expected to be finished after exactly 5 minutes of cooking

 

there are dozens of things that can go wrong, especially when you are digging around in about ten year old code

 

edit: that said, i'd love to see the new renderer to be out for testing asap, so i can maybe run DayZ decently on my machine again,

depending on the performance increase that may come with it

Edited by Zombo

Share this post


Link to post
Share on other sites

:facepalm:
 
Same old, same old,..

Search Results
Your search for the term renderer returned 20 results.

 

Titles only.

Many of the discussions are open.

  • Like 1

Share this post


Link to post
Share on other sites

As noted in the topic containing the 2015 Roadmap:
 

 

Please note; as mentioned at PAX Aus., items figuring on the roadmap does not mean them having to be polished features / mechanics / items.

 

 

Q1 2015

  • Basic vehicles

    • V3S utility truck

  • Central economy (advanced loot distribution)

    • Global per item quantity and rarity control

    • Dynamic event frequency and radius control

    • Item type / Storage type / Time persistence for each instance

  • New renderer

    • Current Status: Testable and underway with internal QA

    • PP in progress

    • Water surfaces & ocean not present – IN PROGRESS

    • Optimization and parallelization – IN PROGRESS

  • New Infected AI

    • Initial implementation rolled out- Current goals are aimed at optimizing the server resource cost and increased infected amounts

  • Basic stealth system (zombies, animals, ...)

    • Initial system rolled out – Crouching, holding a low profile to sneak around infected

  • Diseases

    • Brain Prion disease from human meat, Cholera from untreated water – Will be expanded on further

  • Improved Cooking & Horticulture

    • Prototype extension rolled out to stable branch – We'd like to expand upon this further when the new UI is fully functional

  • Advanced Anti Cheat (Evolving BattlEye)

    • Stronger process and memory protection deployed earlier this year – Shut down all known public cheats, aggressively pursuing private cheats

 

Q2 2015

  • Advanced vehicles (repair, modifications, ...)

    • Vehicle parts currently expanded on .59

    • We've expanded the vehicle selection type – and begun work to include 2 wheeled vehicles, as well as aerial vehicles

    • We want to expand this into different operational fluids (aviation fuel, diesel fuel, gasoline, motor oil, and so forth)

  • Advanced animals - life cycle, group behavior

    • Present on .58 stable branch. Several bugs preventing proper operation under load MP environment, but looking strong

      • Changes to distribution handling currently being investigated

  • Player statistics (dayz.com / API)

    • Statistics actively being saved central hive side

    • Will be displaying the initial set of statistics within the new UI when this becomes standard

  • New UI Tech

    • Blocking issues being resolved by programming team

    • Design team working on rollout of initial screen changes

  • Player Stamina

    • Rewrite of new player actions which was dependent on the new Player Controller and Animation system is under way

    • Once remaining blockers on new player controller are complete, implementation of this should be incrementally occurring

  • Dynamic events

    • Functioning spawning, cleaning up, and respawning on experimental/stable branches currently

    • Dynamic control over the quantity, frequency, cleanup, and respawn of this system is functioning via CLE tools

  • World Containers (Fridges, Chests, etc.)

    • Initial prototype of this system is currently working on .58 stable. We look forward to expanding upon the existing fridge in the future.

    • Priority on this within the roadmap was pushed to Q4 so we can focus on preparation for deployment of server binaries and private hive / servlet package

  • New Physics System

    • Ongoing development. Vehicle simulation, Ragdoll, Item Throwing, etc. are the visible representation of this. Currently with the new system in development, DayZ is operating two systems – which can be problematic, cause issues, and cost server performance. This will be improved in the future

 

Q3 2015

  • Traps

    • Functional implementation currently sits at Bear Traps, Trip Wires, and Land Mines

    • We would like to expand this into improvised explosives and traps paired with the existing trip wires

  • Barricading

    • The initial functionality of locking doors via lockpicks was implemented many months back

      • However we would like to expand this further into the barricading of existing structures (beyond locking the doors)

      • This will likely get pushed to Q4 of this year

  • Character life span + soft skills

    • Internal builds have the first skillsets for this feature functioning

      • Hunting, Medical, and Repair skillsets for specific types are currently functioning

      • Properly displaying these are dependent on the new UI being fully implemented

      • We currently are hoping to see the first bunch of these skills come with .60 but we will keep the userbase filled in

  • Animal predators + birds

    • Bratislava Team has been working on the proper implementation of the aggressive animal AI

      • Internally we would like to see testing on these mechanics hit experimental branch late Q4 or early Q1 of next year

    • Art Assets for the initial rollout of this mechanic are in place – pending programming / AI work

    • We'll see this moved to a late Q4 / Early Q1 goal

  • Aerial transport

    • Update of Take On Helicopters Little-Bird model complete as our "Pilot" program for Aerial Transport

    • Creation of assets and mechanics for fixed wing and rotary aircraft under way

    • Internal testing on the flight model complete – We'd like to see this hit experimental at least before the end of the year

      • That said – We'll need to keep updating the progress on this in Status Reports to see if it is viable

  • Console prototype

    • Obviously PC development is paramount to us. So console prototype work will get moved to Q1 of next year

 

BETA version. What does it mean for DayZ? When will we see it?

  • DayZ's Beta will be when primary work switches from feature creation as the primary focus of resources, to bug fixing and content creation for said features as the primary focus
  • Currently about 85% of our focus is on feature creation / engine development and 15% is on bug fixing

  • Originally our intended goal for this was the end of Q4 this year

    • Several areas of development are taking a bit longer than expected

  • New target adds a few months to this goal – putting us towards the end of Q1 next year for the switch to beta

  • It is critical to understand that hitting 1.0 is not a freeze on development for DayZ

  • Bohemia Interactive fully plans on continuing work on DayZ past 1.0 for at least a targeted 5 years

The renderer is most definitely still in focus, but as implementing it in the new engine is a somewhat big undertaking, it'll probably be a while still before we see it as part of an update in the live environment.

  • Like 3

Share this post


Link to post
Share on other sites

Hello there

 

Jut a quick note.

 

Im seeing a bit to much grumpyness within parts of the thread.

 

If someone is being difficult simply report them and ignore them.

 

That said, lets all relax a little, shall we?

 

Rdgs

 

LoK

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×