Also marketing, you are absolutely right about the people getting cut out. This game would do amazing on console, if they promoted it properly after major fixes (or now if it was cheaper) but im 90% sure it wont get any prominent release, or that theyd underpromote it. Its a good mix of hardcore and casual gameplay; you can chill idly in areas for quite some time sometimes, and its fun to chat with friends while you watch some guys shoot it out.
@Dew-b8bАй бұрын
This game got more publicity than most early access games can dream of, marketing is not the issue.
@absolutefloof4823Ай бұрын
amazing specs on my pc and yet even medium runs me 15-28fps. Meanwhile darktide runs 120 steadily on best. Its kinda crazy, a reset seems to fix it but man it was jarring to see that. I like when devs release games, even super early, but boy a warning bold and center wouldve been nice. "Hey pal when you boot this up itll lag everything for a while" lol. I love the game, for the most part. Extraction shooters are my favorite genre so far, best parts of a roguelite and everything else if you do it well. But yeah, amazing video, youre right. My thought on the lack of baked in lighting is that i think theyre modifying maps frequently or at least considering it, plus their generally active development thats ongoing.
@TheEveryDayCАй бұрын
it certainly feels more like "early development" bad performance more than just being badly optimized. i think it can be important to keep in mind that they legitimately weren't originally intending on having an early access period at all, and only wanted to go for it after the reception. that being said, yeah, it runs pretty badly, and even beyond that there is some pretty hard jank when it comes to collision interactions with the player controller, being stuck on tiny things very frequently. that problem in particular actually can be a pretty strong sign that there is some major optimization issues with regards to collision geometry, as it doesn't seem like they've made a simplified collision mask for a lot of the map, instead making the actual full on map geometry have 1:1collision mapping geometry. i don't know the specifics of it, but i know that with maps that detailed in terms of geometry and modelling, having ALL of that geometry and modelling also have a separate collision map with the same number of polygons would be absolute hell for any system to handle, and would absolutely lead to issues like getting stuck on tiny environmental details due to the player controller not having systems built in for moving across them.