HomeGamesUpdatesPricingMethodology
Steam News12 November 201510y ago

Status Report - 12 Nov 2015

Afternoon Survivors, In this week's Status Report, we'll have info on subjects such as the renderer, the UI, damage, and animation systems, all served by our Lead Producer Brian Hicks, Lead Designer Peter Nespesny, and

Full notes

Full DayZ update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix0 additions1 change0 removals
  • UI and audio
  • Performance
changedAfternoon Survivors, In this week's Status Report, we'll have info on subjects such as the renderer, the UI, damage, and animation systems, all served by our Lead Producer Brian Hicks, Lead Designer Peter Nespesny, and Lead Animator Viktor Kostik.
fixedDev Update/HicksGreetings Survivors! If you don't happen to follow twitter or the forums you may not be aware of the current focus on iterating upon 0.59 experimental. Obviously the team is working hard to resolve the issues with server side performance, as well as pushing several new potential changes to vehicle position sync to QA. So the big question everyone wants to know - when will 0.59 move to stable? - Once we are satisfied with server side performance at maximum player count vs 12 hour uptime - Vehicle Position Sync is at a marked improvement over 0.58 - High repro (reproducible) server and client crashes are resolved Past 0.59 - internally we are -hoping- to be able to get another update out prior to Christmas (to experimental at the very least). However, that will depend on the stability of the build post 0.59 stable and the merges done right after that. As mentioned during the PAX Australia "The Road to Beta" presentation - we'll keep everyone updated on this progress via the official Twitter account, and the Status Reports between then and now. -KEEP IN MIND: THE UPDATE OF 0.59 TO STABLE WILL INCLUDE A FULL HIVE AND SERVER STORAGE RESET. THIS INCLUDES PRIVATE SHARDS OF THE HIVE- Moving past discussion around 0.59 experimental, lets move on to discussing what the current status of some of the major engine side updates are. Renderer Completed within October - Multiple Cascade Shadow Maps - Updated Rain Postprocess - Updated HDR & Glow Current Focus - Finalizing postprocesses - Multithread Optimizations Next Up - Small bodies of water, and Ocean rendering - True Sky rendering We have some screenshots from debug that we can discuss in a little more detail as well. (Please take care to understand these are from debug machines - and are thus running lower resolutions/over all configurations and are meant to display technical tests) In the above screenshot we can see improved cooperation between the HDR and Glow Effects. Within the above screenshots we can see fog improved with proper height base. In this screenshot in the distance we can see Aerial Perspective Fog, with the additional effect of light scattering Here we see an early iteration of improved dynamic range hopefully allowing us differing light levels between interiors and exteriors. The above screenshots show the current iteration of updates done to rain - which should allow a more rich, and believable downpour situation. Paired potentially with fog, this will greatly impact visibility during adverse weather conditions. Animation System / Player Controller The animation system and new player controller both are major elements of DayZ's engine that are in progress. The new actions done in Enforce Script can not enter experimental testing until the animation system fully supports all the necessary functions from the legacy animation system. I know I've gone on, and on about the

Afternoon Survivors, In this week's Status Report, we'll have info on subjects such as the renderer, the UI, damage, and animation systems, all served by our Lead Producer Brian Hicks, Lead Designer Peter Nespesny, and Lead Animator Viktor Kostik.

Contents This Week

  • Development Board Spotlight

  • Dev Update/Hicks

  • Dev Update/Peter

  • Dev Update/Viktor

  • Community Video: Max Coil and the Gents of Novo

Development Board Spotlight

Dev Update/Hicks

Greetings Survivors! If you don't happen to follow twitter or the forums you may not be aware of the current focus on iterating upon 0.59 experimental. Obviously the team is working hard to resolve the issues with server side performance, as well as pushing several new potential changes to vehicle position sync to QA. So the big question everyone wants to know - when will 0.59 move to stable? - Once we are satisfied with server side performance at maximum player count vs 12 hour uptime - Vehicle Position Sync is at a marked improvement over 0.58 - High repro (reproducible) server and client crashes are resolved Past 0.59 - internally we are -hoping- to be able to get another update out prior to Christmas (to experimental at the very least). However, that will depend on the stability of the build post 0.59 stable and the merges done right after that. As mentioned during the PAX Australia "The Road to Beta" presentation - we'll keep everyone updated on this progress via the official Twitter account, and the Status Reports between then and now. -KEEP IN MIND: THE UPDATE OF 0.59 TO STABLE WILL INCLUDE A FULL HIVE AND SERVER STORAGE RESET. THIS INCLUDES PRIVATE SHARDS OF THE HIVE- Moving past discussion around 0.59 experimental, lets move on to discussing what the current status of some of the major engine side updates are. Renderer Completed within October - Multiple Cascade Shadow Maps - Updated Rain Postprocess - Updated HDR & Glow Current Focus - Finalizing postprocesses - Multithread Optimizations Next Up - Small bodies of water, and Ocean rendering - True Sky rendering We have some screenshots from debug that we can discuss in a little more detail as well. (Please take care to understand these are from debug machines - and are thus running lower resolutions/over all configurations and are meant to display technical tests) In the above screenshot we can see improved cooperation between the HDR and Glow Effects. Within the above screenshots we can see fog improved with proper height base. In this screenshot in the distance we can see Aerial Perspective Fog, with the additional effect of light scattering Here we see an early iteration of improved dynamic range hopefully allowing us differing light levels between interiors and exteriors. The above screenshots show the current iteration of updates done to rain - which should allow a more rich, and believable downpour situation. Paired potentially with fog, this will greatly impact visibility during adverse weather conditions. Animation System / Player Controller The animation system and new player controller both are major elements of DayZ's engine that are in progress. The new actions done in Enforce Script can not enter experimental testing until the animation system fully supports all the necessary functions from the legacy animation system. I know I've gone on, and on about the

Source

Steam News / 12 November 2015

Open original post

Changelog.gg summarizes and formats this update. How we read updates.