March 28th, 2023 Livestream Intro

March 28th, 2023 Livestream

Intro

https://youtube.com/embed/oLl9SZht-bE?autoplay=1&start=2568&end=2841

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Transcript

all right let's talk about the world partitioning system this is the biggest thing that ever has ever happened satisfactory this is like one of the main reasons why we changed, and the biggest reason isn't necessarily that like we fix hitches and stuff like that the biggest gain for us is how we work together on the game, multiple artists working on multiple parts of the map, it's it's a huge like working on the world that we are there's a huge undertaking and, and working collaboratively on on that stuff has been it's been a headache to be honest, I think I mean I'm not the one doing it but it's quite obvious that like it's it's it's rough and it's a huge world and, you know we're doing the best we can but adding the world partitioning system makes it so much more like easy for us to to check out and check in stuff as we're developing it, in our in our version control system and, yeah just working on the tiles themselves and be able to configure them a bit more granularly we've had a lot of tools made to be able to work on the world as it is, and now it's it's, it's very so so just to clarify a bit so the example is like if someone's working on the Glass lens and like previously somebody could be working on the grasslands and somebody could be working on the rocky the the rocky Forest I was like Rocky desert like because those two were split up but now it's it's way more granular so now so now two people can work on the grasslands at the same time so long so long as they're not touching the same parts or the actors rather on the grass fields, previously everything was like loaded into one sort of Chunk and now we can actually work on the smaller bits on that chunk instead we still have the chunks, but now we can Define them a little bit more and make them smaller and and make them make sense so for instance in the example with the Northern Forest that I have in the beginning here you notice how like not the entirety of the Northern Forest was loaded in that was not even possible in the world system, even though it doesn't look as good as it does right now but like like we didn't have that option before so now we do have that option and it makes it so we can actually adjust it more and we might even do the thing where like we tie it into I mean I say my I'm pretty sure we will but we might even have the thing where you know you can have a setting in your in your in the settings menu where like based on The View distance we load in less things so if you notice you're actually running into hitches you can reduce it and like adjusted more to your, out of your necessity, and stuff like that that will be possible, we don't have it right now but that will be a possibility so World petitioning system a huge deal, for us and like this goes from a lot of stuff here where right now we're just kind of catching up the projects and like migrating stuff to be using the new technology that's in Unreal Engine 5. so Jace mentions in the video that like you know performance hasn't been drastically improved actually is a bit worse than before in in some cases but now we're at the point where we can actually start like using a lot of the stuff that is available in animal London 5., and I'm really excited for the next couple of, hopefully commits because right now the game is really heavy loading in on in in the engine and, we'll we're going to be moving to like hopefully, loading and virtual texturing for the hlods which doesn't mean too much of anything that's the one thing I'm looking forward to now and I think that's what we're going to see a huge gain soon, but it's going to be better in the long run essentially it's going to prove the game for sure in the long run and that's sort of why we want to do it now rather than like after 1.0 or whatever because this is when this is the best moment really like this is the best opportunity we have to do it so, that's what we're doing so so I don't know if I need to talk too much about the world partitioning system, I think Jace covers I haven't seen too many questions on the world partition system I think people got that, stuff so there's not too much to clarify there, so check the video if you want to see more information about that stuff I