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roadtovostok
roadtovostok

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Godot Test Build #1

Here's the Godot Test Build #1.

Download link

https://drive.google.com/drive/folders/1ynqPY0gv1iyMZehoHzjyof_mwkOFyw0Z?usp=sharing

General info

1. These test builds are not designed for public, they are barebones test scenes for getting feedback from recently ported features and gathering general performance data

2. You can still share, record and publish content from these test builds, but do not share files or download links outside from Patreon.

3. Feel free to leave comments and feedback in this post. All feedback is important, but most relevant feedback topics are listed at bottom of this post.

What's new

- Procedural FPS controller
- Custom keymapping
- Settings menu (WIP)
- Recoil system (WIP)
- FPS-animations (WIP)
- Bullet decals + fading
- Canted aim / point aim
- Weapon sway
- Jump / crouch camera effect
- New skyboxes, lighting and colors
- Camera smoothing
- Billboard system
- Rendering optimization
- Flashlight optimization
- SSAO / SSIL / Glow effects (huge performance hit, experimental)
- Audio channeling (volume controls)

Feedback topics

- Procedural FPS controller (general feeling)
- FPS animations (there's one example, general feeling)
- Recoil system (general feeling)
- Visuals (general feeling)
- Performance with SSAO (FPS and hardware stats)
- Rendering performance without any effects (FPS and hardware stats)
- UI-clarity (Monitor resolution, any problems?)

- Antti (Developer)

Comments

(Sorry for the mishap deleting my first comment, I sent it with partial content and thus figured I should send the full one again. Now I can't reply to your reply on the deleted comment :D Patreon UX is weird. ) That's great to hear! I'm looking forward to testing the builds and seeing the evolution of the game. You devlogs are really nice, and I'm particularly interesting in the feedback you have on the Godot porting process :)

Rémi Verschelde

Thanks for the feedback! Each monday there's going to be a new test build with more detail / features and fixes until the port is completed. I will look into that audio thing, not sure what's causing that.

Road to Vostok

Tested on two different laptops. * Windows 10, AMD Ryzen 7 2700, Radeon RX Vega 56, 16GB RAM (a 3-4 year old gaming laptop) Works well, 110 FPS with default settings. Movement feels smooth. Audio sounds a bit muffled, as if heard through a winter jacket hoodie. May be intentional? * Mageia 9 Linux, Intel i7 8705G, Radeon RX Vega M, 16GB RAM (a 5 year old dev laptop, now a toaster for gaming) Ran through Wine, it seems to work out of the box. I'm only getting around 25 FPS on this machine, unsurpringly. Due to the low FPS the camera shakes/jitters a lot when moving. It's reproducible on my beefier Windows laptop by passing `--frame-delay 40`on the command line to simulate high CPU load / low FPS. Seems like down to 30 FPS it works ok, but lower than that the interpolation starts having trouble converging. Sounds are a lot higher pitched than on the Windows setup, hence my impression that they're muffled on Windows. Not sure which one is the intended sound.

Rémi Verschelde

Hi Rémi! Just to let you know each monday there's going to be new test builds with more details and features until the whole thing is ported. After the porting is done I will be providing a public demo on Steam (with Godot) to get some wide range performance metrics and feedback. Smooth sailing so far and really been enjoying Godot!

Road to Vostok

Rémi Verschelde

I was able to play very comfortably. RTX-2070SUPER intel core i7 10700 SSD 2TB

VTuber イヴァン・プラウダ

Okay, so I am suddenly unable to replicate it but if and when I do in the future, I will record a video and share it! I don't use any middleware and as far as hardware goes, I use a Focusrite Scarlett Solo DAC and have never experienced a similar issue.

Dani

Sure! Let me give that a shot right now :)

Dani

Hi! Could you double check your audio settings / middlewares / hardware or possible third party plugins since this sounds something that is not engine related. If you don't find any cause, could you send maybe small video clip so I can analyze the audio bug, since how it's distorted can tell lot about the source.

Road to Vostok

Specs: [RTX 2070, i7 8700k, 32Gb RAM] running @ 1080p Performance: [Everything Off ~180-200FPS] [Everything On ~110-130 FPS] [SSAO Only ~140-170FPS] Visuals and Feel: - Visuals look quite good - Recoil feels satisfying and fair but controlling recoil with your mouse makes the player look way further down than should be normal. - Animations are very nice both for reloading and for aiming - I personally like the amount of sway on the gun - Terrain traversal feels strange especially on the little steps portion - which I would expect to be able to climb without jumping. Feet collision seems too strict. Bugs: - The audio is completely nuked - the sounds are fried and stuttery. Restarting the build fixed this issue a little, but slight audio choppiness (or overall weirdly low-quality audio) remains in the gunshots and everything else and only gets worse with time. - Recoil allows the player to bend over backwards (but I'm sure this doesn't matter right now)

Dani

Performance with SSAO (FPS and hardware stats) Rendering performance without any effects (FPS and hardware stats) 1440p, 7900XT, 7600X, 32GB RAM. 180 - 280 FPS (GLOW + SSR + SSAO + SSIL) 210 - 290 FPS (SSAO only) 290 - 300 FPS (ALL turned off) UI-clarity (Monitor resolution, any problems?) White menu buttons text feels a bit blurry FPS animations (there's one example, general feeling) Generally feels fine. The default ADS (hold instead of press) is a bit off for me. ADS animations feels weird (like there is no animation at all) Reload is good. Canted aim is good. Recoil generally feels good, but when you start to compensate full-auto and then stop firing makes camera roll down to your knees. Its personal preferences, but maybe it should be more flex when you ADS and perform sharp turns (180+ degrees) and general ADS should be a bit longer (see Squad latest update) Visuals (general feeling) Feels good. The only issue for me is that weird black dots in the outlines of distant objects that are partially in the fog.

hograthm

If its any help. Seems to work and launch with proton-experimental under linux (wine + dxvk etc) For starters had some issue to launch the build (had to spam the command like 3-4 times before it was willing to launch): $ proton RTV_Godot_Test_Build_01.exe kept getting only error: Failed to enable screen_keep_on. godot Didn't output any other errors in terminal. (Nor did i have any DEBUG-flag enabled either) . But after few launch tries game launches fine and plays fine (Performance is similar to to windows). $ fsync: up and running. $ wine: Using setpriority to control niceness in the [-10,10] range $ Godot Engine v4.1.1.stable.official.bd6af8e0e - https://godotengine.org $ Failed to enable screen_keep_on. $ Vulkan API 1.3.255 - Forward+ - Using Vulkan Device #0: AMD - AMD Radeon RX 7800 XT (RADV GFX1101) Launching issues might have something to do with shaders compile maybe? (My very uneducated guess) System: - Arch Linux 6.5.5 kernel - r7 5800x3d - Latest amgpu,vulkan etc from their stable repositories - 32GB RAM - 2560x1440p all graphic settings enable - 140-180+fps (depending settings)

Skimba

As mentioned the movement feels a bit fast, the jump is to high and i would expect it to keep a bit more forward momentum when sprinting. The weapon handling feels great. Visuals, there is some pop-in. And some tree-trunks flicker at a distance(when moving). The fog feels off in some way. Maybe it is too even, some movement/god rays and change in density might improve it, but i am not sure. The ground texture is a bit blurry up close but i am at 4k as well. The reflection on the gun looks amazing. Performance, well i am on a 4090/12600k @4k so i reach the cap at 300 with SSAO off(its 300 consistently) and it dips to around 230-300 with it on. Some issues i found: - The flashlight doesn't work 30% of the time but i hear the click. - When running through vegetation with the flashlight on you sometimes get a very bright circle right in your face which is a bit annoying. - When compensating for the recoil the aim drops down after i stop shooting. Seems to get worse the longer i shoot.(might not be a issue with limited ammo) - The flashlight is too dim, at dark you only see a couple of meters.

William Kruse

1080p, RTX 3060, Ryzen 5 5600X, 32GB RAM, Windows 10, SSAO. Frame rate was around 130-150. I noticed that sometimes the flashlight wouldn't turn off/on despite me pressing the key for it and the sound being played. From what I can tell it happens when going in/out of ADS -seemingly at random.

Slippry

Movement, aiming and shooting all feels very nice. Something about the fog feels off to me, but I can't quite tell what, and it might be just me. For an example, at dawn looking towards the sun everything looks very nice, but looking away from the sun not so much. Performance is much better than the first build, but still not as good as I would expect, though I am running on Linux with wine, so not really a supported target I suppose. FPS is hovering around 75 with SSAO @1440p, drops to slightly above 60 in some areas, GPU being an old-ish GTX 1080.

Henry Carlson

1080p, GTX 1050ti, Ryzen 5 2600X, 16GB RAM. I average between 39 - 45 FPS with the default settings. Compared to the Unity version of the game, this is around 20-30 frames less. Hope that helps somehow.

Flxw

Feedback pt2. Mostly looking for bugs and issues. : - No possibility to bind Firemode (Accidentally found the possibility to change it from F button) - Managed to "lock" the weapon to aim mode and couldnt set aiming mode off. This happens by pressing upper number 0 button from keyboard. - While pressing any keyboard button and pressing flashlight button, the flashlight sound works everytime but light might come on in once of every third click. - While firing at night, is there a reason why the firing flame reflection hits only left side of the weapon? - I can shoot while reloading - Shot marks on trees under ~1.5m only, not above. No marks on big rocks. See the image from the link below - Night sky centerpoint visible. See the image from the link below https://ratu.kuvat.fi/i/458nRkbXfPWBSDhH2vJwUrxtyZNgEum9 - Ryzen 5 3600, 32gb ram, 1660 Super 6gb, Win 10 home 64bit, 1440p ~44fps while everything on. Ps. I went and tested the last Unity version and I like that (Unity version) feeling of the movement much more.

Sebu

5120x2160, RTX 4090, i9-13900KF, 32GB RAM 150-300fps with SSAO on Pretty consistent 300fps with SSAO off UI looks clear & sharp General feeling is good, the comments about movement that other people said I agree with. Excited to test more!

Kimmo Tamio

1440p, RX6700XT, R7 5800X, 32GB DDR4 visual effects -all ON 100fps avg in the forest, 115 avg on the road -SSAO only 115fps avg in the forest, steady 150 on the road -all OFF 150fps avg in the forest, steady 200 on the road general feeling is very good, everything I noticed has already been said in the comments so I'm not gonna repeat those.

mygezi

put AK in full auto and keep it going, you will recoil 360 degrees :P

DoneFeedingTheFox

1440p, 3060, i9-10900k, 32GB RAM 105fps with SSAO on 145fps with everything off UI looks clear The visuals are great, I didn't notice any issues. I agree with others feedback, movement needs a little bit more momentum. Only issue I have with recoil is the aim reset after firing full auto. If you compensate, it drops your reticle however far down you had to pull to keep it level. The reload animations are great, feels weighty. That mag looks pretty hard to pull out. Seems to be going well so far!

t3hsquirr3l

Personally, I am still unsure about the recoil mechanic, in most games, I would expect the aim to remain in place after you stop shooting, and not drop back down.

Hammerkeg

It's a toggle mode while aiming, so first normal aim and then the canted button which is middle mouse by default.

Road to Vostok

Everything seems to work well, the only issue I have is that I cant get the canted aim to work.

Tobias Brander

I would assume that Quadro GPU is the problem here since it's drivers and usability is don't designed for video games compared to Nvidia's GTX / RTX series. Let me know if this problem disappears with you gaming PC

Road to Vostok

Here is my feedback pt1. I tried the game out on my "office laptop" and it didnt go very well :D The game was unplayable as you can see from the video: https://youtu.be/UpPdEzbZGTY i7-7700HQ, 32gb ram, Quadro M2200 4GB, Win10pro 64bit, Dx12 I will make a new test on my gaming pc to give a proper feedback of the playability and other details.

Sebu

In the crouch / jump I can clip into it while crouching maybe nothing maybe some collision bug that's better fixed early I have no idea. The gun for me looks good with the animations, just with the visuals there is "something" missing for me. I cannot say what that is, but compared to older versions there is a feeling that something is wrong with it. Loading screen isn't fullscreen on 3440x1440 I don't know if it's a bug or just something that's in this version but it might be interesting to know. No other res issue. Performance cannot get below 160FPS for me but also i9-11900K RTX3090 so that's not representative.

Davoda 1

Enabling SSAO (which is visible on gun only) seems to drop framerate by half. Textures seem a bit low res and have this boxy pixels look to them/at them (1440p). Did not notice any other immediate bugs. Recoil seems fine, although I would speed up the aiming animation just a bit.

Rottmeister

Can you add the inverted mouse option to these test builds. I can’t test how the movement works, when my brain has to work overtime. Have been playing fps games with inverted mouse since Quake 1 released. :)

Kai Patjas

You might want to add an invisible border to the edge of the map as well because you fall infinitely

PaveWay

I can record a short clip that shows this, if that'd be useful.

Alex March

The flashlight sometimes will not turn off/turn on when combined with camera movement. If I stand still and point to the ground, each click will toggle the flashlight as expected, when I look up with the flashlight on sometimes it won't turn off, same thing with it being of and trying to turn it on while looking in some random direction.

Alex March

Feeling solid so far. The movement does feel a bit more stiff/"gamey" than before, but I still find it satisfactory at this stage. I almost find it weirdly familiar in a comforting way, but that's just me haha. Like others said, I think jumps could use more momentum, but I like that you can't swing a 180 in the air like in the Unity demos. I really dig the reload animation, it's quite satisfying. I like that canted aim is a toggle now instead of having to enable it every time you aim down sights. Recoil feels pretty good too, the gun has a good kick but you can compensate it steadily with reasonable effort. The only gripe I have is that after compensating full auto for a while, once I let go of the trigger, the gun swings down quite a bit (I guess because I've technically been pulling it down to keep the aim from going upwards). Visually (all settings enabled) it's lovely, sometimes I almost feel like it looks "better" than it's Unity counterpart, I think that has to do with the more expensive AA solution and the LOD changes on the trees are not as noticeable. With TAA it's often easy for me to feel like everything's a bit fuzzy, I think I mildly had that feeling with the Unity demos. On 1080p with RTX 2060 Super and Ryzen 5 5600 with 16 GB RAM: With everything enabled, running around the forests, FPS hovers between 110-140. When looking straight up, FPS goes to ~230. With everything disabled, running around the forests, FPS hovers between 170-220. When looking straight up, FPS caps at 300. UI clarity is good at 1080p, personally the text feels just slightly fuzzy. Overall, this demo feels quite good! :)

Fonzi

Runs 3080, 5800X3D, 32gb ddr4 ram. Runs around 155 fps when looking across the map with everything turned on. Only SSAO ~185 fps Everything off ~ 220 fps All at 1440p. I can see lots of dithering on the edges of shadows at this resolution too. When I reload with my weapon lowered, I can see that the bottom of the gun model is solid, so there's nowhere for the magazine to go. I agree that the movement feels a little weightless. No enough inertia on the character maybe? Also, night vision didn't seem to work.

Kavan Wright

It's looking good so far!! A couple things I noticed, though: - Movement feels a bit arcade-y, I think it would be more immersive if you slowed the walk/run speed down - Like Sam said, more momentum while jumping and sprinting would be great. You can pretty much turn around corners while mid-air

am hedgehog

Thanks for the feedback and the bug find :)

Road to Vostok

Thanks for the feedback. I will go first with walk-run combo and add that one extra speed later once I have to core features ported. Yep there's a movement vector problem with the jump / air control, that will be fixed. Just fixed the white border pixel, I noticed it first time today :)

Road to Vostok

Movement feels good. Agree with Sam that maybe the jumping while sprinting could benefit from more momentum. Can't remember from the other demos, but can we have shift override stances and go into standing sprint? If I'm crouch walking hitting shift to transition into a stand and run would be nice. 5900X, 6900XT Reference at 1440p and I'm over 200fps consistently, usually north of 250, default settings SSAO on. Graphics look good. Flashlight feels a little dim. Reload animations look good.

Nick Evans

Movement feels nice, I noticed there is only walk and sprint and no jog speed, I didnt tend to use the jog much in the old version of the demo anyway but wondered if it will stay like this or you will add the jog back eventually? Jumping when sprinting doesnt feel right, like theres not enough momentum. Performance is good, getting 150+ at all times with all visual effects on, will feel smoother when the frame limits are implemented though. Recoil felt fine to me. One little thing, it appears there is a thin white border at the edges of the screen, is that intentional? Great to see so much implemented already. I have a 3070 TI, 5600X and 16GB RAM for reference.

Sam Hardwater

some problems that i got was jumping too high/crouching not low enough, and also you can shoot while in the low ready position. also this https://clipchamp.com/watch/Tf0L9ngfoRE

PaveWay


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