Full notes
Full DayZ update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings Survivors, While development keeps moving along as usual, a lot of you have patiently been waiting for info on the new renderer, and for this week's Status Report Lead Producer Brian Hicks touches upon that very subject. Also, Senior Designer Jan Tomasik gives us some input on the ingame FOV; the theory and thought process behind the design solutions as well as decisions for the current iteration of FOV. For this week we also present you with a link to the DayZ Trello board where Lead Artist Chris Torchia provides us with a small peek at environment updates, and lastly, we have a small feature on one of DayZ's content creators - Super Dan.
What changed
- Gameplay
- Balance
- Performance
Contents This Week
Development Board Spotlight
Dev Update/Hicks
Dev Update/Jan
Community Spotlight: Super Dan
Development Board Spotlight
Steam post image
Dev Update/Hicks
Greetings Survivors, This week we'll touch on two topics. We'll start off discussing the work ongoing with the new renderer for Enfusion, and then wrap up discussing the current behaviour and mechanics behind sprinting, holding breath, and so on. Players who have been actively following the development of DayZ are aware of the large task the engine team undertook to separate the legacy RV renderer from the simulation, and replace it with a more modular and updated version. The task itself of creating a new renderer is not huge, the length and weight of the task is related primarily to:
Separating the legacy renderer from the simulation
Ensuring the separation is complete, as the RV engine and its functions tied to it are extensive
Once the above was complete, the new renderer itself was broken into three primary modules. (Bear with us, this can be moderately technical)
Pipeline module (1)
the pipeline of objects rendering is new (defines the "way" how the objects are moving from entity in world to set of rendering commands)
is responsible to prepare meshes to be rendered
is multi-threaded
filling of pipeline will be also multi-threaded, in phase of testing and debugging
Material system module (2)
objects are rendered using new material system, old one is still present to have the comparison
each mesh has assigned a material (not rvmat) with material class which is responsible for it's rendering
setting of material is editable in workbench editor and you see real-time the changes in render
each material class was written from scratch, visualisation currently as much similar as possible to old render but now we can add simply new features (like PBR)
huge simplification for filling GPU command buffers, can be easily sorted to minimize changes in command buffers
all renderable game objects have now representation in material class
High level rendering API module (3)
GPU API is DX11 for now (With DX 12 supporting coming later)
implementation of GPU API now hidden behind rendering API, no one is allowed to use direct GPU API commands
it allows us to add new GPU API like DX12, XBOX one, PS4...much easier
Initial implementation done, currently in testing and bug fixing phase (optimization still in progress but looks promising)
In addition:
GUI manager
GUI pipeline and rendering system is completely new and different
Source
Changelog.gg summarizes and formats this update. How we read updates.
