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[Question] Have pavlovshouse been optimized lately?

Huge post

Thanks for the reply, and while I do appreaciate the possibility of the missing detail coming back, I still see obvious need for the documentation of what's being changed. Use Steam patch notes, a sticky thread, whatever - But give us something more specific than "optimization", which can mean anything from optimizing code to changes in direct observable detail (such as the bricks). Someone had to post a screen of the missing bricks and start a fuss, otherwise TWI would have quietly let it go unnoticed. I'm not implying bad faith on you guys' part, but that's not the right way to go about it either.

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Sorry guys you can't have it both ways. Either we cut down detail in the levels and it runs better for a wider range of people, or we leave the detail and then everyone complains about "OMG this game doesn't run as good as every other game I play that just happens to be a console port with low detail." And unfortunately, another symptom of almost all recent shooters being console ports is everyone just cranks there graphics up to Ultra no matter what hardware they have, then come crying to us that the game doesn't run very good on their 3-5 year old hardware. This being due to the fact that games designed to run on 5 year old console hardware usually run awesome on 5 year old machines on the highest settings.

Sorry to be blunt, but sometimes I have to :)
So you caved? ;)
It's too bad really, making the game less than it should have to be in order to please ignorant gamers...
If one can't even understand why PC games have different graphical settings one should stick with consoles.

Furthermore, replacing polygons with textures isn't only a eye-candy decision as it affects cover and concealment on the map.
 
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So i figured i'd weigh in on this.. I placed a ton of those bricks and i'm very close to them. When in beta we realized Pavlov's needed some love, so i went crazy optimizing it. Over all you shouldn't even be able to tell the difference from 3 days before release to release except for the bricks. Days of placing every clump of bricks to perfectly align with the terrain the back aches, the eye strain..there is a lot of love there and possibly some floaters :p. It was the last map we worked on so we had already committed to a visual style of bricks everywhere but when the call came in to optimize everyone pointed to the bricks. It's not poly's that make the bricks expensive its the draw calls..(the bricks are in groups of 10 so each clump eats up cpu and forces your gpu to wait for it) in some places in the map the draw calls could get crazy out of control where your trying to render 4,000 plus objects because the map is so open and all the buildings are open and every window is open and you can see everything inside..(this is why most games don't detail so much on giant maps) So my department started getting aggressive with cull distances(the distance at which an object is no longer rendered) and like i said the goal was to make it unnoticeable. Then as i was culling like a mad man everyone kept asking me if i ditched the elephant in the map.. those damn dirty bricks and i said no.. then they asked again and again until the decision was made...select all... delete...nooooooooo.. but fear not, every map update will not delete anything. I'm hoping that we can make the game look better in time not worse. as performance levels out and we polish up the bugs if I can help it the bricks will be back.. (for ultra only of course,I saved them don't worry)

so please guys enjoy the game, we don't want to loose detail either the environment team has been optimizing all maps again and we're the ones that really don't want to see things get deleted. i'm actually glad so many of you appreciate what we did enough to make and/or answer this thread. so for that I'm really going to try and resurrect Pavlov's ultra only bricks when we go and do another optimize pass on that map. And if we can't get it running better they might have to wait a bit.:)

Thanks for noticing the bricks.
Really honest and overall great post.
Thank you.
 
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ITT: People who haven't figured out how to read commenting on Ramms post.

So i figured i'd weigh in on this.. I placed a ton of those bricks and i'm very close to them. When in beta we realized Pavlov's needed some love, so i went crazy optimizing it. Over all you shouldn't even be able to tell the difference from 3 days before release to release except for the bricks. Days of placing every clump of bricks to perfectly align with the terrain the back aches, the eye strain..there is a lot of love there and possibly some floaters :p. It was the last map we worked on so we had already committed to a visual style of bricks everywhere but when the call came in to optimize everyone pointed to the bricks. It's not poly's that make the bricks expensive its the draw calls..(the bricks are in groups of 10 so each clump eats up cpu and forces your gpu to wait for it) in some places in the map the draw calls could get crazy out of control where your trying to render 4,000 plus objects because the map is so open and all the buildings are open and every window is open and you can see everything inside..(this is why most games don't detail so much on giant maps) So my department started getting aggressive with cull distances(the distance at which an object is no longer rendered) and like i said the goal was to make it unnoticeable. Then as i was culling like a mad man everyone kept asking me if i ditched the elephant in the map.. those damn dirty bricks and i said no.. then they asked again and again until the decision was made...select all... delete...nooooooooo.. but fear not, every map update will not delete anything. I'm hoping that we can make the game look better in time not worse. as performance levels out and we polish up the bugs if I can help it the bricks will be back.. (for ultra only of course,I saved them don't worry)

so please guys enjoy the game, we don't want to loose detail either the environment team has been optimizing all maps again and we're the ones that really don't want to see things get deleted. i'm actually glad so many of you appreciate what we did enough to make and/or answer this thread. so for that I'm really going to try and resurrect Pavlov's ultra only bricks when we go and do another optimize pass on that map. And if we can't get it running better they might have to wait a bit.:)

Thanks for noticing the bricks.

Don't worry, with the SDK released I would bet someone is working on "RO-PavlovsHouse_BrickRemix_V1" :D
 
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It's not poly's that make the bricks expensive its the draw calls..(the bricks are in groups of 10 so each clump eats up cpu and forces your gpu to wait for it) in some places in the map the draw calls could get crazy out of control where your trying to render 4,000 plus objects because the map is so open and all the buildings are open and every window is open and you can see everything inside..(this is why most games don't detail so much on giant maps) So my department started getting aggressive with cull distances(the distance at which an object is no longer rendered) and like i said the goal was to make it unnoticeable. Then as i was culling like a mad man everyone kept asking me if i ditched the elephant in the map..

Thanks for your response. I think you guys went a bit overboard with the culling though, as you now get lots of pop-up with the culling option set to high. Whereas we had no pop in at the start of the beta (and no culling option except for some people using the umbra culling command).
 
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So i figured i'd weigh in on this.. I placed a ton of those bricks and i'm very close to them. When in beta we realized Pavlov's needed some love, so i went crazy optimizing it. Over all you shouldn't even be able to tell the difference from 3 days before release to release except for the bricks. Days of placing every clump of bricks to perfectly align with the terrain the back aches, the eye strain..there is a lot of love there and possibly some floaters :p. It was the last map we worked on so we had already committed to a visual style of bricks everywhere but when the call came in to optimize everyone pointed to the bricks. It's not poly's that make the bricks expensive its the draw calls..(the bricks are in groups of 10 so each clump eats up cpu and forces your gpu to wait for it) in some places in the map the draw calls could get crazy out of control where your trying to render 4,000 plus objects because the map is so open and all the buildings are open and every window is open and you can see everything inside..(this is why most games don't detail so much on giant maps) So my department started getting aggressive with cull distances(the distance at which an object is no longer rendered) and like i said the goal was to make it unnoticeable. Then as i was culling like a mad man everyone kept asking me if i ditched the elephant in the map.. those damn dirty bricks and i said no.. then they asked again and again until the decision was made...select all... delete...nooooooooo.. but fear not, every map update will not delete anything. I'm hoping that we can make the game look better in time not worse. as performance levels out and we polish up the bugs if I can help it the bricks will be back.. (for ultra only of course,I saved them don't worry)

so please guys enjoy the game, we don't want to loose detail either the environment team has been optimizing all maps again and we're the ones that really don't want to see things get deleted. i'm actually glad so many of you appreciate what we did enough to make and/or answer this thread. so for that I'm really going to try and resurrect Pavlov's ultra only bricks when we go and do another optimize pass on that map. And if we can't get it running better they might have to wait a bit.:)

Thanks for noticing the bricks.
 
Upvote 0
So i figured i'd weigh in on this.. I placed a ton of those bricks and i'm very close to them. When in beta we realized Pavlov's needed some love, so i went crazy optimizing it. Over all you shouldn't even be able to tell the difference from 3 days before release to release except for the bricks. Days of placing every clump of bricks to perfectly align with the terrain the back aches, the eye strain..there is a lot of love there and possibly some floaters :p. It was the last map we worked on so we had already committed to a visual style of bricks everywhere but when the call came in to optimize everyone pointed to the bricks. It's not poly's that make the bricks expensive its the draw calls..(the bricks are in groups of 10 so each clump eats up cpu and forces your gpu to wait for it) in some places in the map the draw calls could get crazy out of control where your trying to render 4,000 plus objects because the map is so open and all the buildings are open and every window is open and you can see everything inside..(this is why most games don't detail so much on giant maps) So my department started getting aggressive with cull distances(the distance at which an object is no longer rendered) and like i said the goal was to make it unnoticeable. Then as i was culling like a mad man everyone kept asking me if i ditched the elephant in the map.. those damn dirty bricks and i said no.. then they asked again and again until the decision was made...select all... delete...nooooooooo.. but fear not, every map update will not delete anything. I'm hoping that we can make the game look better in time not worse. as performance levels out and we polish up the bugs if I can help it the bricks will be back.. (for ultra only of course,I saved them don't worry)

so please guys enjoy the game, we don't want to loose detail either the environment team has been optimizing all maps again and we're the ones that really don't want to see things get deleted. i'm actually glad so many of you appreciate what we did enough to make and/or answer this thread. so for that I'm really going to try and resurrect Pavlov's ultra only bricks when we go and do another optimize pass on that map. And if we can't get it running better they might have to wait a bit.:)

Thanks for noticing the bricks.

Love you guys
 
Upvote 0
Sorry guys you can't have it both ways. Either we cut down detail in the levels and it runs better for a wider range of people, or we leave the detail and then everyone complains about "OMG this game doesn't run as good as every other game I play that just happens to be a console port with low detail." And unfortunately, another symptom of almost all recent shooters being console ports is everyone just cranks there graphics up to Ultra no matter what hardware they have, then come crying to us that the game doesn't run very good on their 3-5 year old hardware. This being due to the fact that games designed to run on 5 year old console hardware usually run awesome on 5 year old machines on the highest settings.

Sorry to be blunt, but sometimes I have to :)

Your game looks like crap regardless.

Sorry to be blunt, but sometimes I have to.

In all seriousness I don't think I ever regretted spending 40 dollar more than this. 40 isn't much but I mean at the end of the day I could have gone to my favorite dining venue and had a nice time , instead I am stuck with Red Glitch: Heroes of stutter .
 
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Your game looks like crap regardless.

Sorry to be blunt, but sometimes I have to.
You know what they say about opinions, right?


In all seriousness I don't think I ever regretted spending 40 dollar more than this. 40 isn't much but I mean at the end of the day I could have gone to my favorite dining venue and had a nice time , instead I am stuck with Red Glitch: Heroes of stutter .
Oh man, I do SO love all these clever little gems.
 
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Try to add this to Steam RO2 Launch option, its UE3 stock command, untested:

-NOTEXTURESTREAMING

Disable texture streaming. Highest quality textures are always loaded.
Does not help - but thanks for the suggestion.

It does no harm, but I still get texture pop-in. Specifically leaves on trees/bushes and some of the log house textures. The pop-in occurs when going to ironsights.

EDIT: also tried setting bUseTextureStreaming to False in ROGame.ini but also no effect.
 
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You know what they say about opinions, right?
Ok let's compare, RO2 on my computer:
Spoiler!

Is this a half-life 1 mod?


Versus a console-port (OH NO)
Spoiler!

Wow almost looks like a movie!

Shall I post up crysis 1 screenshots also?

I think opinions only work for things that are of similar quality, there is apparent superiority in other PC titles and console ports.
 
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Ok let's compare, RO2 on my computer:
Spoiler!

Is this a half-life 1 mod?


Versus a console-port (OH NO)
Spoiler!

Wow almost looks like a movie!

Shall I post up crysis 1 screenshots also?

I think opinions only work for things that are of similar quality, there is apparent superiority in other PC titles and console ports.
Go away troll, that deus ex shot is a drawing
 
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