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Firewatch PC performance thread

Are people really thinking a 980 ti will see similar results as an R9 380? I can't imagine this having any problems at 1080p with the 980. 1440p will likely be really nice too. Looking forward to seeing what's what tomorrow!
 
People realise the graph in the OP isn't using a top tier graphics card right? I think most are unfamiliar with AMD's model numbers.
 
Are people really thinking a 980 ti will see similar results as an R9 380? I can't imagine this having any problems at 1080p with the 980. 1440p will likely be really nice too. Looking forward to seeing what's what tomorrow!

Yah I'm confused as well:

UEUGxxf.png
 
People realise the graph in the OP isn't using a top tier graphics card right? I think most are unfamiliar with AMD's model numbers.

Same. Some of these reactions are surprising me. That said, if the general complaints about Unity and tech problems are true, I can see why some people would be disappointed or looking to abandon ship.
 
Can't decide whether to go for PC or PS4. I think I have a decent PC but it's been more than 4 years since I had it built. Can anyone tell me if this will run it decently? I'm mostly worried about my graphics card and I'm at a complete loss how to compare it to the recommended specs :/

Intel Core i7-2600K @ 3.40Ghz
12GB RAM
AMD Radeon HD 6950
 
How is 21:9 support?

Game and UI have been tested on a 21:9 display a fair amount as I have one at home, and the QA guys played on one for the last couple months of production. The UI is intended to be responsive from 21:9 all the way down to 5:4 (eg: 1280x1024 displays if you really want to run it on your sick CRT from 1998). That said, if you see any strange behavior on 21:9 or wider please send them in and we will investigate them for a patch.
 
Can't decide whether to go for PC or PS4. I think I have a decent PC but it's been more than 4 years since I had it built. Can anyone tell me if this will run it decently? I'm mostly worried about my graphics card and I'm at a complete loss how to compare it to the recommended specs :/

Intel Core i7-2600K @ 3.40Ghz
12GB RAM
AMD Radeon HD 6950


Would you be happy with 30fps?

Think you'd be fine if you capped at 30fps and would probably run higher than ps4 settings. What framerate is the ps4 version?
 
Seeing a lot of hate for Unity these days. Would anyone knowledgeable on the subject be able to explain what it is about the engine that seemingly leads to shitty performance?
 
Would you be happy with 30fps?

Think you'd be fine if you capped at 30fps and would probably run higher than ps4 settings. What framerate is the ps4 version?
I'm pretty sure the PS4 is 30fps 1080p, but there are reports of heavy frame drops. So if I can get the same or higher settings on pc but with locked 30fps, I'll go with that.
 
I'm pretty sure the PS4 is 30fps 1080p, but there are reports of heavy frame drops. So if I can get the same or higher settings on pc but with locked 30fps, I'll go with that.

I'm sure a 6950 is on par with a 750ti, Digital foundry usually do a Budget PC vs PS4 comparison with an i3 8gb 750ti build and it trades blows. You have the CPU and RAM beat on their build and a comparable gpu so I can't see you having any trouble at 1080/30.
 
Seeing a lot of hate for Unity these days. Would anyone knowledgeable on the subject be able to explain what it is about the engine that seemingly leads to shitty performance?

I second this. I work in it everyday and don't really get what people in this thread are talking about. I looked up games made with Unity, and there are several that have been well received.
 
It's a habit of the engine. A ton of Unity games have a telltale Unity stutter (usually when loading something in), even the ones that are polished otherwise like Ori and the Blind Forest.
Any idea if an SSD will improve the stutter on loading stuff? I usually install games to a large traditional drive, but I can always spare alittle SSD room if it'll improve things.
 
Indies really need to switch to UE4...

I kind of wonder why they don't, at this point. I've had some exposure to both, and while superficially one could make the argument that Unity provides an "easier" environment, across the board, that feels like it starts to break down when the game takes on any major complexities (Unity is designed as a pragmatic solution to "all kinds" of games, so it lacks, I think, out of the box, solutions that make sense specifically for FP games). Stuff built with Blueprint, afaik, generates C++ code, so you don't have to worry about the abstraction, and that's not to speak of Unity's GC popping in at inopportune times.

I don't know. I'm no expert, but I feel like UE4 should probably become the standard. Plus, don't teams that are legitimately practiced, like these guys, put themselves at a disadvantage when they can presumably do the stuff that Unity tries to abstract away from them?
 
Game and UI have been tested on a 21:9 display a fair amount as I have one at home, and the QA guys played on one for the last couple months of production. The UI is intended to be responsive from 21:9 all the way down to 5:4 (eg: 1280x1024 displays if you really want to run it on your sick CRT from 1998). That said, if you see any strange behavior on 21:9 or wider please send them in and we will investigate them for a patch.

Good to know 21:9 is supported day one (usually play at 3440x1440).
 
I'm guessing this doesn't unlock early in other regions? Can't seem to get a VPN working

Oh lol they made Australian unlock time at 5am. That's shitty

We wanted to all be awake and around for immediate support.

*cough* bullshit *cough*
 
I kind of wonder why they don't, at this point. I've had some exposure to both, and while superficially one could make the argument that Unity provides an "easier" environment, across the board, that feels like it starts to break down when the game takes on any major complexities (Unity is designed as a pragmatic solution to "all kinds" of games, so it lacks, I think, out of the box, solutions that make sense specifically for FP games). Stuff built with Blueprint, afaik, generates C++ code, so you don't have to worry about the abstraction, and that's not to speak of Unity's GC popping in at inopportune times.

I don't know. I'm no expert, but I feel like UE4 should probably become the standard. Plus, don't teams that are legitimately practiced, like these guys, put themselves at a disadvantage when they can presumably do the stuff that Unity tries to abstract away from them?

All the game industry programmers I know far prefer using Unity over UE4. A couple of them actively dislike UE4. For programmers, at least, they really like the flexibility and ease of tweaking stuff on a code level compared to UE4. I prefer UE4 because I'm an artist, not a programmer, but yeah.

Yes, this is anecdotal evidence, but I thought I might as well chip in.
 
I'm sure a 6950 is on par with a 750ti, Digital foundry usually do a Budget PC vs PS4 comparison with an i3 8gb 750ti build and it trades blows. You have the CPU and RAM beat on their build and a comparable gpu so I can't see you having any trouble at 1080/30.
Awesome, thanks a lot! PC it is I guess :).
 
Game and UI have been tested on a 21:9 display a fair amount as I have one at home, and the QA guys played on one for the last couple months of production. The UI is intended to be responsive from 21:9 all the way down to 5:4 (eg: 1280x1024 displays if you really want to run it on your sick CRT from 1998). That said, if you see any strange behavior on 21:9 or wider please send them in and we will investigate them for a patch.

Cool, thanks for the response.
 
All the game industry programmers I know far prefer using Unity over UE4. A couple of them actively dislike UE4. For programmers, at least, they really like the flexibility and ease of tweaking stuff on a code level compared to UE4. I prefer UE4 because I'm an artist, not a programmer, but yeah.

Yes, this is anecdotal evidence, but I thought I might as well chip in.


As a programmer I can see how shitty Unity is from a mile. How others can think otherwise is a big mistery for me.
 
But they are the ones that chose the engine to use or am I missing something?

I would never want to speak for the Campo Santo guys (especially since Jake's already been in this thread), but last year on Idle Thumbs they had a quick conversation on how quickly the indie game engine choice changed after they had already decided on Unity. It didn't seem like they were necessarily lamenting their choice of engine, but just acknowledging how fast the indie game scene was changing and how much more difficult that choice is now than it was then.
 
I would never want to speak for the Campo Santo guys (especially since Jake's already been in this thread), but last year on Idle Thumbs they had a quick conversation on how quickly the indie game engine choice changed after they had already decided on Unity. It didn't seem like they were necessarily lamenting their choice of engine, but just acknowledging how fast the indie game scene was changing and how much more difficult that choice is now than it was then.

Really? this is interesting.

I have not listened to Idle Thumbs in a while.

The whole engine scenario has changed a lot, thats true. So most big engines are very accessible now as long as you agree to their contracts and % they take out after certain number of sales.
 
As a programmer I can see how shitty Unity is from a mile. How others can think otherwise is a big mistery for me.

It's easy to program for, but at some point the ease of it disappears into complexity when you realize that what you want to do -- from a users perspective -- isn't possible. Such is the case with any Unity game, it seems, where your idea shoots for the stars but lands in Texas thanks to the abstractions at play. Easy to start, hard to finish (with acceptable performance) seems to be the situation here.

At some point it's probably worth it to say "hey, programming games is hard, so lets just accept that it's hard and make sure that at the end of the day there's a quality product on the other end that meets certain criteria for the user."

I like programming in Unity, don't get me wrong, but when you have to explicitly tell the GC when to collect, for example, aren't you going -- aren't you basically giving up the abstraction you thought you had for free anyway? Seems like if your game gets complicated to a certain extent (more than one screen, more than X amount of objects / effects, etc) you lose by default from a performance perspective.

I just haven't played a single Unity game that wasn't 2D that takes place on a solitary screen that doesn't run into major issues on my system :\
 
*cough* bullshit *cough*

Try launching a game sometime as a team without a publisher! We deliberately turned down midnight launch so the whole team could be in the office when the game goes live. It's incredibly important to have a rested and present team when you suddenly find yourself with customers.
 
Try launching a game sometime as a team without a publisher! We deliberately turned down midnight launch so the whole team could be in the office when the game goes live. It's incredibly important to have a rested and present team when you suddenly find yourself with customers.

That's fair
 
Try launching a game sometime as a team without a publisher! We deliberately turned down midnight launch so the whole team could be in the office when the game goes live. It's incredibly important to have a rested and present team when you suddenly find yourself with customers.

Yep!
 
Try launching a game sometime as a team without a publisher! We deliberately turned down midnight launch so the whole team could be in the office when the game goes live. It's incredibly important to have a rested and present team when you suddenly find yourself with customers.

Well said!!
 
As a programmer I can see how shitty Unity is from a mile. How others can think otherwise is a big mistery for me.

They prefer the immediacy of C#/mono?

The thing about UE4 is that you have C++, which I suspect cuts out a lot of programmers used to managed languages and then you have Blueprint, which is somewhat too indirect for some people.

Alas as the spoo suggested making real time applications with heavy memory management gives things like the GC lots of opportunities to get things wrong. You then end up bending yourself into uncomfortable positions in order to force the GC to work the way you want it to.
 
Unoptimized games are the worst. No reason my R9 290 shouldn't be able to max this out, it isn't exactly a graphical powerhouse.

So frustrating
 
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