this post was submitted on 03 Aug 2023
23 points (100.0% liked)
Gaming
30544 readers
258 users here now
From video gaming to card games and stuff in between, if it's gaming you can probably discuss it here!
Please Note: Gaming memes are permitted to be posted on Meme Mondays, but will otherwise be removed in an effort to allow other discussions to take place.
See also Gaming's sister community Tabletop Gaming.
This community's icon was made by Aaron Schneider, under the CC-BY-NC-SA 4.0 license.
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
It happens when crossing boundaries that trigger loading new areas in large open maps.
UE5 supposedly fixes this, and it’s one of the big reasons Coffee Stain upgraded Satisfactory to it.
Hmm, I suspect that's due to people using origin shifting incorrectly or perhaps the world composition system trying to load too much at once (you can stream things much better with World Partition which is new to UE5.) Overall I worked on Squad for 2 years and we didn't have those sorts of issues pop up on our 16km maps. Then went on to work on a 32 KM map with world composition in VR for 3 years and we would have seen it there if it happened. (jitter is a VR killer.)
I don't know what the Satisfactory folks are doing (I worked with them for a bit on their EOS OSS implementation) but I suspect it wasn't purely on just the base unreal travel and world composition. It was probably an added complication like random generation. I could see that data being sent and processed (either spawned or generated via a replicated seed) is what caused the hitch. Maybe world partition has better randomization support? I've not looked into it.
Either way, from my experience, it's not an issue in every Unreal game. It doesn't seem to be an issue with the core Character Movement Component in Unreal alone which is what it sounded like at first.