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Object Culling For Moris
What is Object Culling?
for those who do not know, object culling is a process in video game maps where things not necessary to the immediate view are culled out and deleted to extend performance, Dead by Daylight already does this when you look at things like grass
Object Culling For Moris
I do not enjoy picking people up and finding a perfect spot to mori them I'd like to plop them down where ever and have a bubble created around me that culls everything that the mori might clip through, it just speeds up the process and makes the game look better. I don't see any drawbacks to this feature other than time to implement it, not sure how easy it is to make things cull during a mori, but I really would like to see it happen! this probably won't be necessary if the new mori mechanic is released but if it's decided that, that won't be a thing, I think it's essential to improve the experience
Comments
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If a mori was an actual cutscene then sure, or maybe at the end of gameplay like they tried with the finisher Mori thing. But there's a lot that can go wrong in a multiplayer scenario if you start culling objects with collision.
You're far more likely to have either the killer or another survivor get stuck on the terrain as it comes back into play.
Which doesn't even touch on scenarios where, say, a survivor could deliberately stand somewhere during the mori animation and when the Mori completes, they're fully contained inside a rock or out of the map.
What do you do if, for example, the map boundary wall would block the mori view? Do you delete the wall for the animation but in doing so allow players outside the playable area?
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This is probably not issue. There's usually difference between visual of object (that you can delete) and actual interaction (but it is possible I am wrong depending on their implementation). Also you can remove parts of map strictly for those players, that are locked in animation (namely killer and morried person, again depending on existing code).
But this still might be hard to do. You would need to mark every object as what is "ground" and can't be removed (stairs, hills, possibly grass, ...) Or anything else that could possibly make you levitate and distinguish it from things like cars, walls, etc that could be removed. This could be very time consuming, maybe even hard (depending on existing code) and prone for bugs.
I would mutch rather have devs focus on fixing actual bugs in a game.
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what you're basically doing is asking questions that the devs would already be working on development, there are a lot of dynamic culling choices, and with the wall scenario it would be possible to make the wall modular, but I hope you realize... culling is client-side not multiplayer global. I also hope you realize the yes. dbd does in fact already have an object culling system in place while you're on maps like RPD, and it is also client side, so while I appreciate the concerns, I can assure you that Culling has been out since games started making large maps. no ones getting stuck in rocks
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The grass is already culled out dbd, move your camera down to the ground and you will see grass blades made up of tiny little pixels until it goes full transparent grass isn't the problem it's objects like shack and rocks
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i'm also hoping you know that dbd has about 1000 people working on it at a time... so I really hate when people say "they should just focus on bugs" when there's obviously a department for bugs, and a department for new features, they're not all simultaneously focusing on a single thing at a time it's a $96 million dollar company come on
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What you talked about is something different. This kind of culling is based on distance from camera only. This is something you can learn to do in 1st hour you open some opengl tutorial. Very simple thing. Much different from distinction of the ground.
However considering how survivors camera works (and the fact you can't ever look below the ground), there already is some marking - this one is not usable, because it considers hard obstacle also walls you want removed. But maybe it could be extended. Maybe. It's hard to guess what they have inside.
But they don't have 1000 programmers. They can't have. Once there are too many, adding another one will slow you down further (and no there's no such thing as code for bugs and code for new features. They are 1 codebase). Not all work can be split and a lot of things need to be done by single person. And in the end, you need to ask what's the benefit. Having one slightly better animation? Or say fixing twins glitch where their players couldn't move after swapping (or if u are playing survivor and have better memory - fixing wesker/locker interaction where survivor's camera got forever stuck in locker even after wesker carried you away).
A working compromise would be to recycle existing code they have - for each mori players are teleported to special location (seen this way only for killer and morried person) and the animation happens there. For all the other survivors - keep current mori. This should be much easier to do and you would get big part of what you are asking for.
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yes, 1 code base that can be worked on simultaneously by all the programmers, there is a dedicated team to fixing bugs as with all game pipelines, but there is also people working on new chapters and features, everyone's doing something different, it's still redundant to say, cause obviously if dbd wants a new feature they'll have people to do it, yknow when a new chapter comes out and It actually has a list of bug fixes every time, and yknow, doesn't as if they all just focused on the chapter and nothing else??
industries have pipelines and both features and bug fixes are worked on simultaneously, idk why you want that not to be true. dbds going to release new content and features regardless of how much you want them to focus on bugs, like stop saying that it's kinda obnoxious, "focus on bugs" yeah. they are. plus I'm obviously aware of the type of culling you're talking about, it's built right into dbds current engine unreal engine 4, so you don't even have to code that, but it's also entirely possible to code a dynamic culling system, that works specific to moris, there are several tricks you can use such as forcing the characters in the mori to even always render on top, that's not ideal, but I'm just saying this issue is solvable and you debating whether its possible or not is their job not yours
if you would like a feature like that, just say "yeah i want a feature like that!" and then you don't actually have to code it because you don't work at BHVR, so it's their choice to listen to if you want that feature, and it's their job to decide whether it's possible,
do you want that feature?
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I am a programmer by profession. I know how things work. And I do consider how much work things like these are. For this specific reason I would WANT to prioritize. If I know by my trade that something would be complicated to do and the only advantage is that I get "nicer 5s animation" - and for this reason I will not get unstuck as twins (problem that should be about the same difficulty), then sorry, but I DO NOT WANT ANY MORI CHANGE. If bhvr had unlimited programmer's capacity (which is VERY OBVIOUSLY NOT TRUE), then I would ask for something like this. But right now... Really? 5s animation is that important? I would rather have working things before animation happens then this.
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If its only culled during the animation, theres no issue.
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They already distinguish between ground and obstacles; you'll notice when jumping down from 2-floor maps you can't land on TOP of things. And obviously, things like the Lery's central room don't have infinitely high hitboxes.
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your example is precisely why I don't think that's the issue. So many times you can land on cars, ledges, pallets, carts, etc until they fix said bug. that I am pretty sure they fix them case-by-case by invisible "walls".
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True.
Although, tbf, defining floor vs obstacles should not be a new task and if they haven't done it they need to.
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Sure. It would help for future bugs too. Also this animation would be easy to do. If they ever decide to go this way, it would be good idea to make morries better too :)
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Except on the coal tower map you can land on the conveyer belts
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You can't do invisible walls on most things even tho its unfair that you can land on them you have characters like hundreds that have to throw hatchets over them
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I mean... Dbd definitely works as I play it, and yeah it's definitely in a playable state, adding a simple feature isn't gonna overthrow the work load of the entire company lmao chill out
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How can you judge that it's simple feature? I just argued it's a big feature that has barely visible outcome (compared to the work).
Do I think the idea would be nice? Sure I do. Do I think it's worth it compared to remaking every single broken map and make complete perk overhaul for all the dead perks? Well... I would much rather forget about moris if I could have a choise.
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you may be a programmer, but, I don't think you're a professional, it's a lot different on that level and things are more streamlined than you think they are, you can not answer this problem because you actually don't have the source code to dbd. trying to argue how large a feature is to make is pointless when you're not the one doing it, and you keep bringing up this focus thing after I bring up the pipeline, not every employee is focusing on the same feature all at once man, people are reworking maps separately from programmers and you know that, and I know you know that.
and a perk overhaul, really? gonna be honest, it's a bit too soon, there isn't a very defined meta right now, I try new builds every single game, but no we do not need a perk overhaul yet, dead perks get buffed through updates anyways, any means necessary a previous dead perk just got a really nice buff, wasn't really dead, but also felt a bit useless.
object culling for ONLY moris, meaning you don't have to change any aspect of the game except for moris, sounds like a very minor improvement/feature, I don't really understand why you think object culling is some holy grail of 3D technology, I just wanna see the animation man....
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If there were that many ppl really working on stuff, then problematic things would be solved much sooner.
Also if 2/3 of perks combined together has less usage then 1st most used perk, then it's clear perk strength balance is just not there.
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That perk fact is just completely untrue and i think you just need to try more perks
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Sure I was embelishing. But check the graph yourself. Nightlight isn't 100% accurate, but the general trend should be pretty precise - https://nightlight.gg/perks
Ok so I made the effort and created small script. For killers it takes 38 out of 105 perks combined to get to usage rate of most used perk. For survivors it's even way worse - 58 perks out of 118. That doesn't sound like balanced design.
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