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Category Archive for: ‘Tech’

Switch to previous Render Engine complete!

We know that it has been a big wish from all of you for us to optimize the game and make it run faster and better and with the recently released update to the game’s render engine we aimed to do just that. This update brought ao. support for DirectX 12 / Temporal Anti-Aliasing / Render Resolution separate from screen resolution and a number of other updates, optimizations and improvements to how the game engine runs.

Our extensive internal testing showed performance increases on all CPU/GPU combinations able to run the game, however the real world results did not live up to this.

For those players where it works as expected it runs really well and boosts performance, but for a large number of you it did not perform as well as we wanted. And we have identified a number of more complex bugs that would require multiple hotfixes over a long period of time to get stable and fast for everybody. We don’t think this is fair for those of you, for whom the game runs poorly at the moment, so we’ve decided to switch the render engine back to the previous version and postpone the render engine update.

As the render engine is an isolated component in our game engine, we’re fortunate that we DO have the option to switch to an earlier version. We want to deliver a better playing experience for all so when we have an updated version of the render engine ready we might ask you to help us test it on a separate server.

So tomorrow (21JUN16) morning we’re switching the Render Engine version.
UPDATE: The render engine has now been switched.

Render Update

UPDATE Friday June 17 1300 CEST

We have just rolled out a set of hotfixes to improve the game performance. These are a fix for a memory leak in render engine (that lead to out of memory crashes). We have optmized the the DirectX 11 render to use a bit less memory in total. We have added an updated fix for render threading to reduce micro-stuttering and freezes AND a fix for the action game not closing properly if mission ends during loading.

Yesterday we rolled out a brand new update to the render engine, a core component of the game, with the purpose of making the game run faster and smoother. Before releasing it we did an extensive internal test and following release we asked you for feedback and started closely monitoring how it performed out in the “real world”.

It is clear that there are still a number of different issues with the DirectX 12 render causing problems for you out there. Instead of hotfixing these a handful at a time, we have decided to disable DirectX 12 support, for now, in the new render engine.

Alongside this we are also adding a fix for micro-stuttering that has affected players regardless of DirectX version.

We are extremely thankful for all the good and detailed feedback you, have given us and this information is solid ammunition for continued optimization!

We’re sorry that the render update caused issues for you and we would like to give you all a voucher for 24hr FREE VETERAN MEMBERSHIP that can be activated until Thursday June 23rd 2016, Noon CEST (click to see when this is in your timezone). So make sure you use the voucher BEFORE this time to activate your Free Veteran Membership.

The voucher code is

RENDERJUNE16

HOW DO I USE THIS VOUCHER?

  1. Go to http://game.heroesandgenerals.com/ or launch the game on Steam.
  2. Log in
  3. Click the Menu button (cog wheel) in the top right corner
  4. Click on the “Redeem Voucher” button
  5. Paste or type in the voucher code “RENDERJUNE16” and click “OK”

Perfomance Optimizations and introducing Microsoft DirectX 12

UPDATE

Thanks to the precise feedback from the players we have been able to quickly identify a number of bugs and we are working as fast as we can on a fix. If you have more feedback please use this forum thread: DirectX 12 Feedback Thread.

In today’s update to the game we are adding a number of optimizations to help you run the game faster and smoother while at the same time making it look better!

Better Performance Across The Board

We’ve updated the game’s render and with these optimizations we are seeing an average of 5-15 percent framerate increase across all machines. And even bigger increase on machines running DirectX 12 (10-15 percent increase), and we have even tested a few setups with up to 40 percent increase in framerate!

Resolution and Render resolution

If you still want more after these optimizations we have introduced a new feature in the render where resolution and render resolution are split into two! This means that you can lower the render resolution while still keeping the user interface and overlays in your monitor’s native resolution. This is a way to get a better framerate without hurting the graphics card too much. The game then scales the 3D render to fit the screen resolution. You find this in the settings in the action game, and you can always press F7 (default key) to see the current FPS and Ping in the action game. But wont lowering the render resolution make the game look horrible and jagged? Read on for more info on how this is handled!

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Performance Optimization For Effects In Devyatayev

In the upcoming Devyatayev update (named after the Soviet pilot Mikhael Petrovich Devyatayev) we went through and performance optimized the bullet impacts in the action game.

How does that EFFECT me?

Bullets hitting something is an event that happens a LOT in the game, and especially in areas where there is a lot of fighting, such as indoors when capturing a control point. You have probably experienced being in a firefight where there was bullets everywhere but you couldn’t really see what was going on with smoke and sparks flying everywhere. This optimization makes this look better, but also improves framerate!

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Hip-fire & Cone-Fire updated with Adams update

The upcoming ‘Adams – Ground Fire‘ update (Named after American hero Lucian Adams) will improve the gunplay mechanics. A new hip-fire mechanism has been implemented and the cone-fire have been made more consistent.

Have you ever experienced shooting at an enemy at close range. You had a clear headshot, but the bullet hit below the crosshair or hit something else entirely? here we explain how bullet trajectory works and why you missed your target. Further details includes improvements to the hip-fire mechanics and cone-fire mechanics.

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Erratic server behavior due to massive traffic from Yogscast

Please go to this forum thread to see all updates:
http://forum.heroesandgenerals.com/viewtopic.php?f=63&t=14789

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Skirmish mode update

We have been digging into the statistics and data for the skirmish missions as we felt we could make them even more fun with a few minor tweaks to the timings.

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Oster Feature: Firearm Tweaks & Buffed Grenades

Yesterday we gave you a glimpse of the new character iteration which will improve the realism when aiming your weapon in the Oster build. This will have a noticeable impact on the dynamics of firefights, but it won’t be the only thing that changes when it comes to weapon simulations. Our game design team has gone through the weapon range and damage values, and made some adjustments. In addition, grenades have been made more deadly!

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