Thanks, interesting info, wasn't aware this was the middleware they were using. I suppose the onus of optimization might have fallen on them in this scenario, or working more closely with the middleware devs to iron out issues with its use on a game of this scale.
Here is actually some discussion over at the Unity3D forums about SECTR SSS and potential stutter issues:
http://forum.unity3d.com/threads/released-sectr-stream-seamless-scene-streaming.229907/
Seems they wouldn't be the only ones having issues with SECTR's scene streaming and stuttering, at least.
Correct, SECTR tools were created specifically for this game. I already posted this but we're on a new page so people undoubtedly won't see my second to last reply.
From their list of games:
Campo Santo's Firewatch was patient zero for SECTR. Many of the core authoring tools and streaming technologies were developed to help them implement their vision of an immerse, seamless national forest. SECTR not only powers their world streaming but also serves as an authoring solution that allows everyone on the team to easily edit different parts of the world.
Great information. I guess poorly optimized/premature middleware is to blame for these issues, then. At least it makes me hopeful that they will be able to iron out the stuttering over time working with the SECTR devs.
So performance is good? Or you don't care about that stuff?
I wouldn't say poorly optimized tho, I think a combination of a new version of Unity in combination with a new form of middleware pipeline for streaming assets that Unity isn't very good at, small dev team, small resources, small amount of dev time, and the biggest contributing factor of millions of people with either different hardware configurations on their PC, and software/hdd combinations on PS4 simultaneously testing this game's ability to perform at the same time things like this will happen.
The best thing to remember is to make developers aware so they can recognize the issues quicker, and effectively fix the problem, there's no better troubleshoot than every conceivable situation being played out in a non-testing environment, unfortunately that's only possible at the consumer level after finalizing, and after doing everything you can on the development side to mitigate these problems.
I'm shocked by how bad this is. I can handle average framerates but it keeps stuttering when I do anything other than walk forward slowly.
It's really jarring because they've tried to make effort to make using tools and the walkie talkie feel intuitive and immerse you in it.
Really disappointed.
Well, I didn't mean poorly optimized in the sense of they did a bad job, but rather that the factors you listed contributed in the use of a premature (read: new) piece of middleware on a new version of Unity for a relatively large-scale game with limited engineering resources. I'm guessing the reasons why the asset streaming is causing hiccuping and stuttering issues on PS4 goes all the way down to how Unity is interacting with the hardware/OS at a very low level, and hence why Sean mentioned involvement from both Unity and Sony in investigating. Makes sense.
Any word from Campo Santos on a patch or acknowledging these issues?
They seemingly released a patch on PC not too long ago.
Yeah I get you now, I just usually associate "poorly" with either lazy, or a lack of trying. Like if you hired someone to repaint your house and they spray painted it with a cheap can of paint, you would say the paint job on that house was poorly doneputting more onus on the person who did it's ability to even do their job adequately. Which these people can because of how difficult it is for even multi million dollar production companies to do what they are.
See here and here for Sean's (dev) very candid response to the issues.
Hah, can totally see how it would come across that way. I'll be honest in that I first came into this thread with guns blazing not understanding what was going on, but after the great discussion about the issues in the last few pages paired with Sean's comments on Reddit it has become clear they're doing their best to work with what they have. Cheers!
Yeah, in this generation I think it's harder to understand why games are performing worse on more powerful hardware; and it has a lot to do with more and more complexity of the games being made now. A lot more things are being added into the mix not only gameplay wise, but on the technical level which creates even more problems that are impossible to predict until it becomes an apparent enough issue.
Agreed on all points.
I doubly agree this is the main issue with all software today
Has to run on everything no local optimization and under the hood stuff is so beastly it takes forever lol
They teased a xbox version, really hope they get this all sorted before that version hits. It looks like my type of game.
I get it but why sell the game if it isn't ready. I think every developer has just gotten spoiled because they can sell the game in whatever state and then sell it.
On the Reddit post the guy from Campo Santo admits that they knew it had issues. Why did they think it was OK to sell it with issues? If you bought a house and it was messed up, would you be cool with the developer telling you that he would fix it later?
Everyone here is always arguing that the Gaming Medium needs to be respected more but then we accept this kinda of stuff from developers. Why?
It's fine..
I played it and loved it and all that technical shit didn't impact my game as its not call of duty. It's a slow exploration game.
the hundreds of people posting in here?Who cares?
Secondly, we're currently talking with both Sony and Unity (the creators of the engine the game is built in) to continue to optimize performance of the game on console.