Welcome to the second entry in our Developer Log series. These short-form updates are designed to provide context on what we’re currently working on in between our larger SITREP diaries. Performance continues to be an ongoing priority for the team, and we’ll be providing some more updates in this area today.
Please remember that all assets shown are currently a work-in-progress.
We want to start off by thanking the community for their recent questions around performance and optimization. This is an extremely relevant conversation around the industry as we’re seeing the largest of studios struggle to meet performance goals as games become more and more complex to develop. We are very mindful of this, and our goal continues to be a smooth experience regardless of where you play Six Days.
Frankly, every developer is struggling right now with a convergence of contradictions. While it was acceptable ten years ago for shooters to play at 30fps, every player now expects at least 60fps. Players also want these games to display 4x more pixels, much more sophisticated lighting, more post-processing and special effects, and much smarter AI and physics—all while needing to perform at twice the speed.
This actually wouldn't be a problem if we could just build all our games for processors that can handle 4K graphics and sophisticated AI. But, the range of capabilities within PCs currently marketed as "gaming PCs" is very, very wide.
The only way to accomplish performance in a sophisticated game is through "multi-threading." Earlier game software would tell game hardware what to do through a single series of instructions that were sent sequentially to the computer's processors, one after the other. In contrast, multi-threading divides these instructions into separate threads that the processor handles simultaneously. For example, the game's AI might be on one thread, the game's rendering on another thread, the game's physics on a third thread, and the game's audio on a fourth thread.
The real challenge with multi-threading is that all these threads must stay in sync with each other. This isn't just so the audio from a weapon plays at the same time the AI has fired said weapon, for example. It's that all these instructions and data are flying around independently in all these different threads, and the whole game will crash if any of these threads gets a nano-second out of sync.
Performance can be examined under two different lenses—CPU and GPU—and we want to provide an update in each area, along with some charts our engineers use to help optimize performance.
Let’s start with an update on CPU. While Six Days is currently running at an acceptable “steady state” on average, we’ve also identified intermittent hitching that is represented by the pattern of spikes in the graph below. These hitches, albeit brief, cause slowdowns that impact player performance. After identifying when the game spikes, our engineers then investigate ways for the game to more efficiently handle the process that was causing each spike. A few months ago, we had more than three dozen separate factors driving these spikes. Today, we have just half a dozen.
We have a similar graph for our latest pass on GPU performance, and you’ll notice intermittent spikes in this area as well. Like our CPU spikes, we've eliminated the vast majority of GPU spikes during the last few months. For example, we found that some of our graphics systems were calculating certain processes during gameplay and throwing them away, rather than pre-calculating them and then caching them for future use. As you can see, there are still a few spikes left to fix.
Let’s round this entry out with a discussion on networking—more specifically player connectivity and matchmaking. For context, players can find others to play with in two ways. The first is through our automated matchmaking systems, which try to optimize which players to join together based on their internet connectivity. The second is through invites sent directly to their friends or to those they've played with recently.
We recently hosted a studio-wide playtest to test our matchmaking feature and identified a bug that would sometimes cause lobbies to form with only 2-3 players, even if there were 4 players available to play. This has already been fixed, and players can now matchmake reliably into full fireteams of four players based on our testing so far.
As far as game invitations go: we’re tweaking our in-game notification system to allow for a number of special use-cases when players invite their friends to play. Currently, when invites expire, notifications are dismissed for both the sender and receiver of the invite. This isn’t super helpful when a player receives a Steam invite before launching the game, for example. Improvements we’re making to the UI can better communicate where invites are sent and how long they remain valid.
Of course, with a team of more than 55 people currently working on the game, these items are just a sampling of the work we've done during the past few weeks on Six Days.
Build 2.1.16-beta is now available for Windows, Mac and Linux.
Please keep reporting any bugs you encounter during the beta via twitter or discord!
And also do let us know if everything goes smoothly, it helps a lot with the confidence for release. :D
Unspottable 2.1.16-beta - Changelog+ [ONLINE] Fix wall slide synch in Factory + [ONLINE] Fix small Ai synch issue + Various small bugfixes + Add extra logging to debug most common exceptions
Thank you all for playing and spreading the word!
There is no random matchmaking, you can try to organize games with people on our discord server if you want!
Are you excited to learn more about Sengoku Dynasty, its gameplay, and its mechanics? Do you have burning questions about the game set in Japan’s era of strife and conflict? We’re looking forward to hosting a Q&A and were looking for questions (Mind, we know the most important question, we really do) 😉
So, contemplate and focus on the questions that spring to your mind and note them here or our social media channels as comments!
Don't miss out on this opportunity to ask questions! You have one week to post your questions, the deadline is 19 May 2023, midnight.
Gunsmith Simulator: Prologue - Game Hunters Studio
Hi, Gunsmiths!
We have some fantastic news to share with you! Our game Gunsmith Simulator: Prologue on Steam has now been activated by over 100k players! We can't express how excited and deeply grateful for the overwhelming support that you've shown us.
We can continue to develop our game and create the best possible experience in the world of gunsmithing thanks to your feedback and suggestions. So if you want to share your thoughts and help us even more, we encourage you to join our Discord and leave your feedback there.
Once again, a huge THANK YOU for being with us on this incredible adventure with guns!
“Progress on the DCS: F-15E Strike Eagle is coming along well as we steadily check off completed systems for Early Access.”
– RAZBAM
The final touches on the major systems include the Heads Up Display (HUD) Modes, Up-Front Controller (UFC) data, and Multi-Purpose Display (MPD) logic continues. RAZBAM is also focused on completing the AN/AGP-70 radar that includes both air-to-air and air-to-ground modes and sub-modes. The radar has been faithfully recreated using new technologies for DCS. A prime example of this is the Synthetic Aperture Radar (SAR) mode that allows you to build detailed radar maps from many miles away. One of the last items to complete before early access release is the authentic F-15E sound set.
Flight modeling is progressing well, it incorporates the Control Augmentation Systems (CAS) and autopilot system. Soon after the Early Access release, the ability to operate in "Blended Mode" with the upcoming Terrain Following Radar (TFR) will be added.
Furthermore, the majority of the 3D model is complete, and ready for early access with minor enhancements and tuning to be done later. At Early Access release, the DCS: F-15E Strike Eagle will include VR pilot bodies, “Ghost Controls”, and adjustable mirrors. Please stay tuned for more Strike Eagle news.
AMVI
Multiplayer Server
Aeronautica Militare Virtuale Italiana (AMVI) organizes international flight events across the globe. One of their most notable campaigns is the Joint Thunder Campaign. It takes place every spring and has attracted an impressive 136 users. The complexity of the event closely mimics real life mission planning. It proves AMVI's competence in coordinating large realistic missions. This year, the event will include Airspace Control Order (ACO), operational airports, various C2/AWACS, JTAC, and controlled SAM and ground units.
If you and your squadron are interested in taking part in AMVI's international events, please make sure to join the AMVI Discord Server.
This weekend you have more things to do than ever! Hurry up and take the long-awaited level 200 to get into the Labyrinth of Light, and upgrade your weapons to Pure White!
On the way to greatness, as always, good magic will help you.
Right now and before maintenance on Monday: ✨+20% chance to successfully enchant pet cards ✨server buff "Gold medal"
On Saturday: 🌸x2 drop 🌸x3 experience
On Sunday: 🌸x2 drop 🌸х3 varnish
Don't get distracted by unnecessary things and grab the rates before you run away!
Thank you all for joining us and all your feedback!
We just had a fantastic first 3 days with so many people playing and enjoying Panorama and we couldn't be more happier about it!
While some players are still trying to win the game other may be already bored with crushing high scores. Is that all that Panorama can offer? Far from it!
You asked us for Achievements, new buildings, new animals, new modes, weekly/monthly(?) modes, key bindings, camera settings, farther zoom and few other quality of life upgrades?
Lets to them all! (although it may take up to few months)
Check out what we are working on right now and expect major update in upcoming weeks but first quick changelog of recent fixes:
Changelog
Gameplay:
You can get only one Cat Statue (Final Monument) Changed Cat Statue’s description to mention that it removes remaining tiles for points Tile counter now properly displays their amount after loading a finished game
UI:
Better visibility for points indicator
Others:
FPS locked on 60 Added few anti-cheat solutions (still working on more) Fixed vanishing saves Fixed game crashes if demo version was present before Fixed game crashes in some particular situations
Achievements
Achievements are coming in next 2-3 weeks! You can catch a quick sneak peak below and we hope that will bring you some additional challenges, fun and meaning to playing Panorama ;D
Please note its work in progress and not proofread:
NEW Challenge mode
This is a top priority for us at the moment and we hope to bring it to you in 3-4 weeks! This new mode will feature much harder points system that will however come with some permanent perks and masteries that will carry over to your next games!
Challenge mode: Perks
Every time you build o monument or reach certain criteria you will be able to choose one from 3 permanent perks that will carry on to your future games. Those perks will bring new interactions between tiles, they will upgrade your structures skills, give you more points for certain tasks etc. They will also give you an opportunity to personalize your play style while reaching to the top! Here are some WIP photos of UI and rough ideas for new perks!
Please note its work in progress early prototype and not proofread:
Challenge mode: Masteries
Each time you win a game you will be able to choose one of 3 masteries. Once you start new game you will be able to select any masteries you want and they will make your games harder in certain ways but they will also give you a very nice final score multiplicator. Check out some rough Masteries ideas below!
(yes the text and names below are just placeholders:) Please note its work in progress early prototype and not proofread:
Weekly/Monthly Challanges
Next after challenge mode we will introduce Weekly/Monthly challenges. We would love of course to do weekly ones but do not know yet if that will be possible. Maybe biweekly will be an answer? We will see. Anyway those will be not just a simple point and abilities tweaks, we want to start off with some real game changes here that we have toyed with in the past. Check out 2 sneak peaks for now! 1. Puzzle mode - there is no single tile in the mode and you have to manage by using only multi tiles and quests to build up your structures and map:
2. Trash mode where whole map is filled with trash and you need to build the houses around the trash to remove it so you can expand your map!
3. We want to also bring you thematic challenges like: Animal theme where everything is worth 0 points but animals are worth 100 each and another 100 for clicking it. Or City theme where every single tile has a house and there is no limit on house structures. Anyway you get the idea!
New Buildings
There are already lots of buildings in the works with exciting new skills to use in game! Check out some of them below and we hope they will bring you a even more joy and strategic planning to your future Panorama games!
New Animals
You can also expect much more animals in upcoming weeks and new bigger focus on them in terms of game play. Some animals will now give more points one clicking on them and will interact with new building skills! Check out those cute Chickens, Cows, Goats and Rabbits below.
Other upcoming features:
Windowed borderless mode
This is something some of you asked and we will work on that as well for future patches!
Key bidings / Full controller support
This is a very big topic and it will not come that soon but once we start porting we will introduce a full controller support with key bindings into our game. We hope that you can manage to stick to current setup until this time!
zoom in / zoom out / faster camera
We want to introduce more camera options and we are working on it right now. Further zoom out may need a bit more time as we need better graphic optimization for that but we will get there!
MAC os
Yes we definitely want to do a MAC version and it should be available in few months!
Other Announcements:
Cheaters:
Last but not least we have our first highscore cheaters! We are working on some solutions but before they go live we would like to ask you to just do not cheat ;p
Creative mode screenshot Contest
While we are fighting for cheat free scoreboards lets start our first creative mode competition! For this one there is no theme or rules. To take part in it just create some beautiful scene in creative mode and post a screenshot in the Pan'orama Community Hub (link for instructions) with the tag #Panorama1 in the name. Top 3 winners with possible honorable mentions will be selected by us and announced in one of next updates! You have time until 31st of may!