DayZ - contact@rockpapershotgun.com (Brendan Caldwell)

The Division has been infecting everyone at RPS one by one. And I am no exception. The Dark Zone of the game, however, is a strange beast. It is far less dangerous than its rough cast of heroes and miscreants want you to believe and many have complained that there is almost no incentive to kill the other human players who roam there. It is less a Dark Zone and more of a Slightly Gloomy Zone. But despite the problems, I still think it is the most interesting part of post-Bigpox Manhattan. Let me tell you why.

… [visit site to read more]

DayZ - JStewart79


Evening Survivors,

It's time for that update on what's been going on during the past two weeks. We have a bit of info on blocker issues for 0.60 as well as which subjects will be in focus for the immediate future.

Contents This Week

Dev Update/Hicks
Greetings Survivors,

Hey everyone. While I don't have an experimental build for you today - I do have good news and an update on what is going on with the blockers, how far we've got with them, and so on:

  • Inventory UI
    • User controls within the new inventory look to be at parity with the old inventory system. The last few remaining issues are a few nasty blocking bugs on the functional side, such as items missing their icons.
  • Reload mechanics
    • The QA team have worked with the design and animation teams to get a firm handle on exactly where the inconsistencies are with the new reload mechanics, and said teams are working on resolving the issue. I think we can all agree that when we push a large change to how weapons reload - they damn better all reload with the same mechanics ;)
  • Character Loading/Saving
    • Proper character loading/saving is back, and in the process some nice network optimizations in this area were made!
  • Renderer based blocking issues
    • We've cut the list of blocker flagged issues tied to the new Enfusion renderer in half since the last time we talked - and in the time since our last Status Report the Enfusion engine team has made some outstanding optimizations across Chernarus - which you can see the result of in the latest .60 Dev Log video that you see below.
    • In addition, while the Enfusion engine team was able to commit and test their latest optimizations, the automated performance benchmarking tool briefly discussed in the latest .60 Dev Log video has enabled the environment team to begin to isolate problematic issues with certain areas of the map that would not otherwise be noticed. We're excited to see these fixes give us yet another small bump up in Enfusion's new renderer performance.

http://www.youtube.com/watch?v=heXxEX1XVTg

As we get closer to bringing .60 to experimental branch, I lightly urge you all to temper your excitement with a few brief statements of reality about public development of a title, and its engine:

  • .60 is focused on UI, and Renderer - it does not feature the new animation system, player controller, or user actions
  • We still have plenty of issues ahead of us to tackle, the renderer is but one hurdle on the road to a complete DayZ
  • Network Optimizations, Server Performance Optimization (This is a big one, standing between us and more players, more infected, more animals), Animation System, Eden Update Audio Tech merge, and more are all ahead of us

So I encourage you to keep your eye on the proverbial prize here and report your bugs over on the official DayZ forums, be active in testing these new technology changes, and be a part of moving DayZ towards 1.0

Before I wrap up my part for this Status Report, I'd like to include an excerpt from a post I made over on the official forums - that I think a lot of you might have missed:


"I frequently get asked why a specific bug might not be resolved yet, or why something hasn't been addressed yet in development that from a players perspective might seem critical.
There are a lot of things to take into consideration in development when weighing a bugfix, not to mention when you're dealing with a title transitioning from one engine, to another one that is *in development* Lets take a quick look into a brief break down of how the thought process goes:

- First off - what is the risk of this fix at the current time?
  • What are the goals for the upcoming build? Does this potentially represent larger issues that will push the build back?
  • Is this issue tied to a technology that is going to be replaced?
    • For example - Is this an issue tied with the legacy renderer?
  • Is this issue related to ongoing investigation of a larger issue with wider sweeping impact on the title?
  • If this issue IS tied to a system scheduled to be rewritten or replaced - what is the estimated time involved in:
    • Work resolving the issue itself
    • Test pass on the issue
    • Overall BVT test pass to ensure related issues are not encountered
    • Regression testing on the issue
  • A lot of issues consumers see in the way of:
    • Duplicating (Old action system)
    • Glitching into models
    • Damage / Projectile cheats
    • Balancing / etc
Are all things that are slated to be resolved, or at least mitigated with new technologies that are being worked on *right now* - so the hard decision has to be made - Do we potentially waste valuable development time and resources on something that will *not* end up in the shipped title? Honestly - we try to do that as little as possible. We still end up going a very large amount of it to try and keep the consumer steam branches as playable as possible, but frequently the unpopular and hard decision has to be made to stay the course, and dedicated those resources towards the final product / final systems / final technology."

- Brian Hicks / Creative Director


For the full Status Report, please use the following link: http://dayz.com/blog/status-report-29-Mar-2016
DayZ - JStewart79


Evening Survivors,

It's time for that update on what's been going on during the past two weeks. We have a bit of info on blocker issues for 0.60 as well as which subjects will be in focus for the immediate future.

Contents This Week

Dev Update/Hicks
Greetings Survivors,

Hey everyone. While I don't have an experimental build for you today - I do have good news and an update on what is going on with the blockers, how far we've got with them, and so on:

  • Inventory UI
    • User controls within the new inventory look to be at parity with the old inventory system. The last few remaining issues are a few nasty blocking bugs on the functional side, such as items missing their icons.
  • Reload mechanics
    • The QA team have worked with the design and animation teams to get a firm handle on exactly where the inconsistencies are with the new reload mechanics, and said teams are working on resolving the issue. I think we can all agree that when we push a large change to how weapons reload - they damn better all reload with the same mechanics ;)
  • Character Loading/Saving
    • Proper character loading/saving is back, and in the process some nice network optimizations in this area were made!
  • Renderer based blocking issues
    • We've cut the list of blocker flagged issues tied to the new Enfusion renderer in half since the last time we talked - and in the time since our last Status Report the Enfusion engine team has made some outstanding optimizations across Chernarus - which you can see the result of in the latest .60 Dev Log video that you see below.
    • In addition, while the Enfusion engine team was able to commit and test their latest optimizations, the automated performance benchmarking tool briefly discussed in the latest .60 Dev Log video has enabled the environment team to begin to isolate problematic issues with certain areas of the map that would not otherwise be noticed. We're excited to see these fixes give us yet another small bump up in Enfusion's new renderer performance.

http://www.youtube.com/watch?v=heXxEX1XVTg

As we get closer to bringing .60 to experimental branch, I lightly urge you all to temper your excitement with a few brief statements of reality about public development of a title, and its engine:

  • .60 is focused on UI, and Renderer - it does not feature the new animation system, player controller, or user actions
  • We still have plenty of issues ahead of us to tackle, the renderer is but one hurdle on the road to a complete DayZ
  • Network Optimizations, Server Performance Optimization (This is a big one, standing between us and more players, more infected, more animals), Animation System, Eden Update Audio Tech merge, and more are all ahead of us

So I encourage you to keep your eye on the proverbial prize here and report your bugs over on the official DayZ forums, be active in testing these new technology changes, and be a part of moving DayZ towards 1.0

Before I wrap up my part for this Status Report, I'd like to include an excerpt from a post I made over on the official forums - that I think a lot of you might have missed:


"I frequently get asked why a specific bug might not be resolved yet, or why something hasn't been addressed yet in development that from a players perspective might seem critical.
There are a lot of things to take into consideration in development when weighing a bugfix, not to mention when you're dealing with a title transitioning from one engine, to another one that is *in development* Lets take a quick look into a brief break down of how the thought process goes:

- First off - what is the risk of this fix at the current time?
  • What are the goals for the upcoming build? Does this potentially represent larger issues that will push the build back?
  • Is this issue tied to a technology that is going to be replaced?
    • For example - Is this an issue tied with the legacy renderer?
  • Is this issue related to ongoing investigation of a larger issue with wider sweeping impact on the title?
  • If this issue IS tied to a system scheduled to be rewritten or replaced - what is the estimated time involved in:
    • Work resolving the issue itself
    • Test pass on the issue
    • Overall BVT test pass to ensure related issues are not encountered
    • Regression testing on the issue
  • A lot of issues consumers see in the way of:
    • Duplicating (Old action system)
    • Glitching into models
    • Damage / Projectile cheats
    • Balancing / etc
Are all things that are slated to be resolved, or at least mitigated with new technologies that are being worked on *right now* - so the hard decision has to be made - Do we potentially waste valuable development time and resources on something that will *not* end up in the shipped title? Honestly - we try to do that as little as possible. We still end up going a very large amount of it to try and keep the consumer steam branches as playable as possible, but frequently the unpopular and hard decision has to be made to stay the course, and dedicated those resources towards the final product / final systems / final technology."

- Brian Hicks / Creative Director


For the full Status Report, please use the following link: http://dayz.com/blog/status-report-29-Mar-2016
DayZ - contact@rockpapershotgun.com (Sin Vega)

Trade! Buy low, sell high. Tradey trade trade. Is that intro length? Good. Now that’s out of the way, let’s talk about trading in videogames, and why it’s always rubbish.

… [visit site to read more]

DayZ - JStewart79


Afternoon Survivors,

Brian, Mirek, and Viktor will be giving us a bit of info this week in regards to subjects such as current blocker issues, work on spawn systems and network code, and the new animation system.

Contents This Week

Dev Update/Hicks
Greetings Survivors,

Hey guys, its that time again - Status Report day. I know you all wanted to hear some crazy hype tastic reveal like - FREE OCULUS RIFT HEADSETS UNDER EACH OF YOUR COMPUTER DESKS OMG YAY (but more specific to our upcoming .60 experimental push) but I'm afraid I don't have that for you today, and we don't do hype like that anyways. While we've made strides in client side performance functionality, we're still chipping away at blocking issues in the following areas:

  • Inventory UI
    • With the move to Direct X 11, we'll no longer be able to support the legacy user interface. Thus, functional parity with the legacy UI -has- to be achieved on the new UI. The design team are currently working on resolving the last few bugs blocking us from having that parity.
  • Reload mechanics
    • The move in .60 to involving manual bolt cycling, as well as misfire and jamming management via the charging handle on weapons such as the M4 has an impact on every firearm in the game. We're currently working to resolve some functional hiccups in the switching between magazines, and the need to chamber twice before firing from a new magazine.
  • Character Loading/Saving
    • A very large volume of unneeded traffic was discovered when investigating issues with character loading - a rewrite of the methods used to save and load from the central hive. Once we restore proper functionality, this area will no longer be a blocker.


Tasks Completed:
- .60 Build Optimization Pass (Performance in cities increased by 50% from initial build - optimization is ONGOING however)
- Cleared Rendering Test Pass list of visual/rendering based bugs
- Renderer settings UI

Current Focus:
- MSAA Hardware Multisampling Support
- Alpha to Coverage GPU Feature (Which will increase quality of vegetation rendering)
- Finalization of In-Game UI Features

We've heard a lot of feedback wanting some changes to how we're communicating development information over the last year - and we started steps a few months back towards adjusting to try and meet some of these requests. We've expanded the community team and put processes in to ensure that regardless of development tasks, the Status Reports will come out on schedule (Tuesdays, BiWeekly). In addition, we've begun using our YouTube channel more - to show upcoming changes to DayZ as they are developed. (Status Reports talk about development progress, and what changes are planned in the future - where as the YouTube channel should show what is coming in the next build - when it is functional enough to demonstrate)

We'll also be trying a team Q&A type video where folks can ask questions about what its like to work on DayZ, work at Bohemia, and such - our first video on this from our Quality Assurance team should be coming shortly. Our Community Manager Smo55 is ramping up his presence on our subreddit and official forums, our new Brand Manager DHawkz is working with Bohemia Interactive publishing to expand the options for DayZ merchandise on the BI Store, and a redesign of DayZ.com, as well as working with our hardware partners to create opportunities for raising awareness of DayZ as it moves towards our Beta, and Release goals.

I'll be discussing some of the systems and pending changes tied to the new animation system and player controller over on the official forums later this week, and next up for the YouTube channel we're working on our next Dev Log video on .60 covering performance comparisons between Direct X 9, and Direct X 11 rendering.
Once .60 hits experimental branch, we'll start putting together our first "Whats new with .60" video - where DHawkz, Smo55, and I go over the changes in .60 and what to expect gameplay wise - for our YouTube channel.

Lastly - as .60's time on experimental starts to draw to a close - we'll be bringing back the official DayZ survival gaming e-sport, The Survivor GameZ. The Survivor GameZ VII Qualifiers will be a fantastic way for us to stress test .60 before it hits stable, and to see how the new inventory, and reloading/chambering mechanics work in a high stress situation. Keep an eye on the official Survivor GameZ and DayZ twitter accounts for more info on this - twitter.com/survivor_gamez and twitter.com/dayzdevteam

- Brian Hicks / Lead Producer

For the full Status Report, please use the following link: http://dayz.com/blog/status-report-15-Mar-2016
DayZ - JStewart79


Afternoon Survivors,

Brian, Mirek, and Viktor will be giving us a bit of info this week in regards to subjects such as current blocker issues, work on spawn systems and network code, and the new animation system.

Contents This Week

Dev Update/Hicks
Greetings Survivors,

Hey guys, its that time again - Status Report day. I know you all wanted to hear some crazy hype tastic reveal like - FREE OCULUS RIFT HEADSETS UNDER EACH OF YOUR COMPUTER DESKS OMG YAY (but more specific to our upcoming .60 experimental push) but I'm afraid I don't have that for you today, and we don't do hype like that anyways. While we've made strides in client side performance functionality, we're still chipping away at blocking issues in the following areas:

  • Inventory UI
    • With the move to Direct X 11, we'll no longer be able to support the legacy user interface. Thus, functional parity with the legacy UI -has- to be achieved on the new UI. The design team are currently working on resolving the last few bugs blocking us from having that parity.
  • Reload mechanics
    • The move in .60 to involving manual bolt cycling, as well as misfire and jamming management via the charging handle on weapons such as the M4 has an impact on every firearm in the game. We're currently working to resolve some functional hiccups in the switching between magazines, and the need to chamber twice before firing from a new magazine.
  • Character Loading/Saving
    • A very large volume of unneeded traffic was discovered when investigating issues with character loading - a rewrite of the methods used to save and load from the central hive. Once we restore proper functionality, this area will no longer be a blocker.


Tasks Completed:
- .60 Build Optimization Pass (Performance in cities increased by 50% from initial build - optimization is ONGOING however)
- Cleared Rendering Test Pass list of visual/rendering based bugs
- Renderer settings UI

Current Focus:
- MSAA Hardware Multisampling Support
- Alpha to Coverage GPU Feature (Which will increase quality of vegetation rendering)
- Finalization of In-Game UI Features

We've heard a lot of feedback wanting some changes to how we're communicating development information over the last year - and we started steps a few months back towards adjusting to try and meet some of these requests. We've expanded the community team and put processes in to ensure that regardless of development tasks, the Status Reports will come out on schedule (Tuesdays, BiWeekly). In addition, we've begun using our YouTube channel more - to show upcoming changes to DayZ as they are developed. (Status Reports talk about development progress, and what changes are planned in the future - where as the YouTube channel should show what is coming in the next build - when it is functional enough to demonstrate)

We'll also be trying a team Q&A type video where folks can ask questions about what its like to work on DayZ, work at Bohemia, and such - our first video on this from our Quality Assurance team should be coming shortly. Our Community Manager Smo55 is ramping up his presence on our subreddit and official forums, our new Brand Manager DHawkz is working with Bohemia Interactive publishing to expand the options for DayZ merchandise on the BI Store, and a redesign of DayZ.com, as well as working with our hardware partners to create opportunities for raising awareness of DayZ as it moves towards our Beta, and Release goals.

I'll be discussing some of the systems and pending changes tied to the new animation system and player controller over on the official forums later this week, and next up for the YouTube channel we're working on our next Dev Log video on .60 covering performance comparisons between Direct X 9, and Direct X 11 rendering.
Once .60 hits experimental branch, we'll start putting together our first "Whats new with .60" video - where DHawkz, Smo55, and I go over the changes in .60 and what to expect gameplay wise - for our YouTube channel.

Lastly - as .60's time on experimental starts to draw to a close - we'll be bringing back the official DayZ survival gaming e-sport, The Survivor GameZ. The Survivor GameZ VII Qualifiers will be a fantastic way for us to stress test .60 before it hits stable, and to see how the new inventory, and reloading/chambering mechanics work in a high stress situation. Keep an eye on the official Survivor GameZ and DayZ twitter accounts for more info on this - twitter.com/survivor_gamez and twitter.com/dayzdevteam

- Brian Hicks / Lead Producer

For the full Status Report, please use the following link: http://dayz.com/blog/status-report-15-Mar-2016
DayZ - JStewart79


Afternoon Survivors,

For this week, Brian Hicks (Lead Producer), Peter Nespesny (Lead Designer), and Miroslav Maněna (Lead Gameplay Programmer) will let us in on details regarding the CLE, the new engine + renderer, and upcoming plans and work for the damage system and Enforce script among other things.

Contents This Week

Development Board Spotlight



Dev Update/Hicks
Greetings Survivors,

As mentioned as a high possibility, we ended up passing our internal goal for putting 0.60 in consumers hands. However, this was expected as a high chance. We are of course working hard on getting it ready, and on to experimental branch as soon as possible. Our work currently is focused on optimization of the performance inside major cities in Chernarus. New Chernogorsk has caused us some performance hickups we want to resolve to an acceptable playable frame rate. The engine team has a daunting task ahead of them, focusing on the last few hurdles to unlock the capabilities of the renderer while still combating and improving legacy engine scene management. With trouble areas in the DirectX 9 area dipping as low as the mid teens in some situations, we consider it critical to isolate those areas and ensure we can hold a stable 30fps (In Direct X 11) in them. Globally, frame rates on average can be in the 40 to 60 range on average - so obviously our focus right now is in those major cities. It is key to keep in mind as said many times before - this is just the first iteration. In addition to continuing bugfixes on into beta and the 1.0 release, the new renderer technology will open up many new particle effects to the design team, and we'll be working with GPU manufacturers for cross testing to isolate areas in which hardware specific optimizations can be made.

Tasks Completed:
  • Implementation of all base renderer features
  • Simulweather/True Sky Implementation

Current Focus:
  • Optimization of major cities
  • Dynamic Lights
  • Finalization of New Renderer Settings UI/Options
  • Implementation of New UI
  • Bug Fix, Bug Fix, Bug Fix

I'm confident that a global increase in frame rate playability, as well as a huge upgrade in the visuals in DayZ are going to be well worth the work that has gone into the part of the Enfusion engine, and I can't wait to share it with you all. While .60 obviously focuses most heavily on implementing the engine's new renderer - .60 also has continued iteration on the Central Economy (something I think many people don't realize is VERY critical to the DayZ experience) with the audit mentioned in previous Status Reports complete, as well as changes to the tagging for weapons. Changes to vehicle spawn points, initial attachments, and finally - weapons are both spawning with random attachments AND a chance to spawn with magazines that have a random amount of ammo inside them.

Beyond .60 - the teams next major updates focus is primarily on the new animation system and player controller. For the end user, it is important to understand these large engine changes have been holding back fixes on a lot of legacy issues with the title, as well as much larger over all changes to how DayZ plays - including, but not limited to DayZ's new user actions - something that I feel paired with the renderer, and new UI complete a 3 part massive change to how DayZ *plays*. In addition, the gameplay programming team's work on the new damage system - which will be explained in a bit more detail below by Lead Gameplay Programmer Mirek. The members of the programming team focusing on the Central Economy also continue to work on the deployable version of the CLE & Database structure for use by both mod authors and private server operators alike - as well as functionality for DayZ's local offline mode.

On the Early Access / Community side - our forum transition is complete, and DayZ.com forums are back online. As some of you may know the feedback tracker is offline while we transition to a new software option for it. This shouldn't be down too much longer, as it is critical to providing an outlet to those testing DayZ's development builds to communicate the issues they encounter while doing so.
We know that members of the community have wanted to see an increase or change in the format of our outbound communication, and that too has received some love this month. We've done some restructuring in the processes behind these, as well as the structure of responsibilities. We're hoping that over the coming month you'll all enjoy the changes in this area - and we'll be keeping an eye on your reactions.

- Brian Hicks / Lead Producer

For the full Status Report, please use the following link: http://dayz.com/blog/status-report-01-Mar-2016
DayZ - JStewart79


Afternoon Survivors,

For this week, Brian Hicks (Lead Producer), Peter Nespesny (Lead Designer), and Miroslav Maněna (Lead Gameplay Programmer) will let us in on details regarding the CLE, the new engine + renderer, and upcoming plans and work for the damage system and Enforce script among other things.

Contents This Week

Development Board Spotlight



Dev Update/Hicks
Greetings Survivors,

As mentioned as a high possibility, we ended up passing our internal goal for putting 0.60 in consumers hands. However, this was expected as a high chance. We are of course working hard on getting it ready, and on to experimental branch as soon as possible. Our work currently is focused on optimization of the performance inside major cities in Chernarus. New Chernogorsk has caused us some performance hickups we want to resolve to an acceptable playable frame rate. The engine team has a daunting task ahead of them, focusing on the last few hurdles to unlock the capabilities of the renderer while still combating and improving legacy engine scene management. With trouble areas in the DirectX 9 area dipping as low as the mid teens in some situations, we consider it critical to isolate those areas and ensure we can hold a stable 30fps (In Direct X 11) in them. Globally, frame rates on average can be in the 40 to 60 range on average - so obviously our focus right now is in those major cities. It is key to keep in mind as said many times before - this is just the first iteration. In addition to continuing bugfixes on into beta and the 1.0 release, the new renderer technology will open up many new particle effects to the design team, and we'll be working with GPU manufacturers for cross testing to isolate areas in which hardware specific optimizations can be made.

Tasks Completed:
  • Implementation of all base renderer features
  • Simulweather/True Sky Implementation

Current Focus:
  • Optimization of major cities
  • Dynamic Lights
  • Finalization of New Renderer Settings UI/Options
  • Implementation of New UI
  • Bug Fix, Bug Fix, Bug Fix

I'm confident that a global increase in frame rate playability, as well as a huge upgrade in the visuals in DayZ are going to be well worth the work that has gone into the part of the Enfusion engine, and I can't wait to share it with you all. While .60 obviously focuses most heavily on implementing the engine's new renderer - .60 also has continued iteration on the Central Economy (something I think many people don't realize is VERY critical to the DayZ experience) with the audit mentioned in previous Status Reports complete, as well as changes to the tagging for weapons. Changes to vehicle spawn points, initial attachments, and finally - weapons are both spawning with random attachments AND a chance to spawn with magazines that have a random amount of ammo inside them.

Beyond .60 - the teams next major updates focus is primarily on the new animation system and player controller. For the end user, it is important to understand these large engine changes have been holding back fixes on a lot of legacy issues with the title, as well as much larger over all changes to how DayZ plays - including, but not limited to DayZ's new user actions - something that I feel paired with the renderer, and new UI complete a 3 part massive change to how DayZ *plays*. In addition, the gameplay programming team's work on the new damage system - which will be explained in a bit more detail below by Lead Gameplay Programmer Mirek. The members of the programming team focusing on the Central Economy also continue to work on the deployable version of the CLE & Database structure for use by both mod authors and private server operators alike - as well as functionality for DayZ's local offline mode.

On the Early Access / Community side - our forum transition is complete, and DayZ.com forums are back online. As some of you may know the feedback tracker is offline while we transition to a new software option for it. This shouldn't be down too much longer, as it is critical to providing an outlet to those testing DayZ's development builds to communicate the issues they encounter while doing so.
We know that members of the community have wanted to see an increase or change in the format of our outbound communication, and that too has received some love this month. We've done some restructuring in the processes behind these, as well as the structure of responsibilities. We're hoping that over the coming month you'll all enjoy the changes in this area - and we'll be keeping an eye on your reactions.

- Brian Hicks / Lead Producer

For the full Status Report, please use the following link: http://dayz.com/blog/status-report-01-Mar-2016
DayZ - JStewart79


In this Status Report, we'll have Brian (Lead Producer), Peter (Lead Designer), and Viktor (Lead Animator) inform us of the latest work being conducted as we move closer to the 0.60 Update.

Contents This Week

Development Board Spotlight



Dev Update/Hicks
Greetings Survivors,

With PAX South behind us - we're all looking ahead to .60 and the steps towards 1.0 that are taken within it. We've discussed our intent to have a .60 build in the hands of the consumers at the end of February, and while that is still our goal - we'll have to see how bug fixing and implementation go over the coming weeks to see if that means Stable Branch, or Experimental.

As we've discussed before - part of the .60 build is our initial implementation of the new renderer (operating off of DirectX 11). Now, while keeping in mind this will be the first build of this in the hands of the Early Access userbase - I'm still cautiously (very) optimistic.
The engine programming team are hard at work squashing a large chunk of visual and optimization related bugs - but even with those said bugs present, we're seeing some excellent performance gains across Chernarus. While it may not be quite ready for regular gameplay on the consumer branches, internal QA and the Engine Dev team are working hard at polishing the stone, so to speak.

Even with the current internal DX11 client running with AntiAliasing, Alpha Coverage, Edge Smoothing, Clouds, and Post Processing disabled - the improvement of visual fidelity vs the legacy DX 9 client is clearly visible.


Direct X 9 - Max Settings


Direct X 11 - Low Settings

http://www.youtube.com/watch?v=eFhTsoM-KZI

Tasks Completed:
- Detailed Terrain Shadows
- Parallelization
- Initial Simulweather/True Sky Implementation

Current Focus:
- Optimization
- Lights
- Finalizing Simulweather / Truesky
- Bug Fix, Bug Fix, Bug Fix

Past the work on the new renderer technology - the design and art teams are working on the initial art/skinning for the Main Menu, Server Browser, and Inventory Screen - while the gameplay programming team works on finishing implementation of requested functionality, and bugfixing.

I'm personally excited for changes in the Central Economy coming with .60. As we've spent time triaging the root cause of repeated/grouped item spawns, and improper distribution globally (thanks to outstanding help on the feedback tracker ticket from twitch.tv/sacriel and his viewerbase) we've greatly improved the global item saturation and drastically dropped occurances of item spawns repeating within a cluster of structures.
As well as the above mentioned changes - the discussed randomization of vehicle part attachments has been iterated upon and the tech passed on to include firearms, and their attachments. What does this mean for the average survivor wandering across Chernarus?

  • Each weapon has a chance to spawn with random attachments fitting its configuration
    • In addition to its base attachments
    • The more varied the weapons potential attachments - the more random the potential configuration
      • Eg: An M4A1 with a BUIS sight, OE handguard, 40 round magazine, etc

In addition to this change in how weapons are spawned - magazine initial spawn capacity is now controlled dynamically via the central economy control. This allows the development team to set the initial ammo quantity for magazines to a lower value - thus increasing the global *quantity* of magazines.

But enough about the economy - as we continue to bugfix and optimize the new renderer, and user interface technology in preperation for .60 we'll keep the information coming on how it is performing, how its looking, and how it is expected to function.

- Brian Hicks / Lead Producer

For the full Status Report, please use the following link: http://dayz.com/blog/status-report-16-feb-2016
DayZ - JStewart79


In this Status Report, we'll have Brian (Lead Producer), Peter (Lead Designer), and Viktor (Lead Animator) inform us of the latest work being conducted as we move closer to the 0.60 Update.

Contents This Week

Development Board Spotlight



Dev Update/Hicks
Greetings Survivors,

With PAX South behind us - we're all looking ahead to .60 and the steps towards 1.0 that are taken within it. We've discussed our intent to have a .60 build in the hands of the consumers at the end of February, and while that is still our goal - we'll have to see how bug fixing and implementation go over the coming weeks to see if that means Stable Branch, or Experimental.

As we've discussed before - part of the .60 build is our initial implementation of the new renderer (operating off of DirectX 11). Now, while keeping in mind this will be the first build of this in the hands of the Early Access userbase - I'm still cautiously (very) optimistic.
The engine programming team are hard at work squashing a large chunk of visual and optimization related bugs - but even with those said bugs present, we're seeing some excellent performance gains across Chernarus. While it may not be quite ready for regular gameplay on the consumer branches, internal QA and the Engine Dev team are working hard at polishing the stone, so to speak.

Even with the current internal DX11 client running with AntiAliasing, Alpha Coverage, Edge Smoothing, Clouds, and Post Processing disabled - the improvement of visual fidelity vs the legacy DX 9 client is clearly visible.


Direct X 9 - Max Settings


Direct X 11 - Low Settings

http://www.youtube.com/watch?v=eFhTsoM-KZI

Tasks Completed:
- Detailed Terrain Shadows
- Parallelization
- Initial Simulweather/True Sky Implementation

Current Focus:
- Optimization
- Lights
- Finalizing Simulweather / Truesky
- Bug Fix, Bug Fix, Bug Fix

Past the work on the new renderer technology - the design and art teams are working on the initial art/skinning for the Main Menu, Server Browser, and Inventory Screen - while the gameplay programming team works on finishing implementation of requested functionality, and bugfixing.

I'm personally excited for changes in the Central Economy coming with .60. As we've spent time triaging the root cause of repeated/grouped item spawns, and improper distribution globally (thanks to outstanding help on the feedback tracker ticket from twitch.tv/sacriel and his viewerbase) we've greatly improved the global item saturation and drastically dropped occurances of item spawns repeating within a cluster of structures.
As well as the above mentioned changes - the discussed randomization of vehicle part attachments has been iterated upon and the tech passed on to include firearms, and their attachments. What does this mean for the average survivor wandering across Chernarus?

  • Each weapon has a chance to spawn with random attachments fitting its configuration
    • In addition to its base attachments
    • The more varied the weapons potential attachments - the more random the potential configuration
      • Eg: An M4A1 with a BUIS sight, OE handguard, 40 round magazine, etc

In addition to this change in how weapons are spawned - magazine initial spawn capacity is now controlled dynamically via the central economy control. This allows the development team to set the initial ammo quantity for magazines to a lower value - thus increasing the global *quantity* of magazines.

But enough about the economy - as we continue to bugfix and optimize the new renderer, and user interface technology in preperation for .60 we'll keep the information coming on how it is performing, how its looking, and how it is expected to function.

- Brian Hicks / Lead Producer

For the full Status Report, please use the following link: http://dayz.com/blog/status-report-16-feb-2016
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