Important announcement regarding the crashing, freezing and huge load times
[We've cloned this announcement in order to be visible first on the Steam page because it contains important information that will help you understand where the bad reviews are coming from, plus, it was edited a lot with added information. We hope you understand and we love you all!]
Hey there folks! First of all we want to thank you all for downloading and trying to play our life's work! You are awesome! We would've never expected 70000 players to add our game to their library and 20000 users to download and play our game one day after our release, we love you guys!
We sincerely apologise for all the inconceniences this game has caused for lower end users and we've done our best to optimize the loading times Unity wise.
Now the issue is not really in our hands, it turns out that Xsolla's web requests to register/login, retrieve your stats, create your inventory, retrieve store items etc is creating a tremendous CPU spike that will probably freeze your system until it's completed, or cause crashes.
This is a profiler proof that this game is not a crypto miner, it's just a web request that creates a huge CPU spike and if your PC is not stable it could cause other programs to freeze etc, because the game demands all your CPU to parse those JSON responses.
We are working on finding a way around those huge spikes and working close with Xsolla to get to the bottom of this.
It is indeed unacceptable.
It turns out grandma's PC can struggle opening the game and parsing those JSON responses, therefore huge loading times or crashes. However, if you manage to get past the login scene you will be good to go and the game should run well on the lowest graphics settings for low end users, while of course drawing all your resource since this is not a simple FPS but more complex than that.
As for medium to high end users, you have nothing to worry about, the game will never crash or anything like that. It will take 90%+ gpu but that doesnt mean it's a crypto miner.
However, the game running at 90+% is normal for a Unity game, this under no circumstances makes it a crypto miner. Try Escape from Tarkov or Rust for instance. I'm sure by now anyone knows that Unity's resource management isn't the best.
My 2070 super 8gb stays on 90+% and sounds like a boeing when I open the game. Its normal behaviour and its not harmless as long as your gpu cools well.
(Later edit: We've tottally forgot to mention, and even to think about this, the game was set to maximum fps of 500 by default, and no VSync on by default, so basically it was normal to draw 90+% of everything in order to give you a huge framerate. For example on my computer while being on 90+% gpu and 50% cpu i would get 450 fps in the shooting range. To decrease cpu and gpu % usage you can always limit the maxfps from Settings or turn Vsync on. We've turned on Vsync by default in a recent update!)
Later later edit: https://www.youtube.com/live/MosFce0A3P4?feature=share&t=1358 Watch this livestream perhaps and notice the game now only takes 8gb of RAM (timestamp to ram included), and the GPU is at ~50% and the CPU is at ~30%. Vsync on. The game in its old state with maxfps 500 would take 90%+ but provide 450 fps. We hope you can understand now that the maxfps to 500 was the biggest reason the game would take 90+ % of your GPU or CPU.
We have a ton of graphics settings such as screen space reflections, SSAO, a lot of post processing, 8k lightmaps, 8k textures (those are loading directly in your gpu memory, so it's normal to expect the memory to be used at full), double camera setups, dual render scopes, custom rendering passes to create our realistic scopes and much much more resource demanding features. You could definitely turn some of those settings down and notice that your gpu load will decrease. But probably not VRAM and RAM usage, since we have a huge amount of 4k and 8k textures (not only environments but also guns, 90+ gun attachments and some with 10+ skins each, and a material is not made from one texture, every material has a set of a base map, metallic map and normal map, therefore for each material there will be 3 textures at least) + 8k lightmaps, and they load directly in your gpu's VRAM.
On top of rendering there are also the player and weapon scripts, our player is not a simple controller, is a full on advanced controller with any feature you could think of + some you didn't think of + a full body system with inverse kinematics high CPU demanding solvers. We do not use the traditional weapon view where for our player we see only the arms and the gun. We use a full body advanced system we've developed over a big period of time. Even your head movement is synced when you free look (as in there is even an IK solver that makes your head move when someone else looks at you, when you free look). Everything you see in first person is identical to what others see in third person. There is no game that we are aware of that attempted this, not only for performance reasons but also because it's hard to make it realistic. Usually if it looks good in first person it won't look good in thirdperson, and the other way around. But we did attempt it and the result is not bad at all. We just couldn't stand having 2 hands and a gun, no legs or added legs that weren't part of a full body, and the thirdperson player to be a complete different representation. Our animator has 3600 animations in it with different blends, overlays and layers so that we could pull off the tablet, radio, hip aiming, leaning, sliding, weapon to go up when you're near an obstacle, resting idle, vaulting, left hand signal animations, weapon animations, (and the weapon reload/inspect animations that can be changed from the inventory) and much more stuff (Proof: https://gyazo.com/24afb785490306d8163a1220c2106cb9 , and https://gyazo.com/4c7a4eb42c2b2ce5e5b2d49c3c3aa823 ) (Later edit: the animations are also loaded in memory, and they also take disk speed, those animations are worth 2.7 gb that are going in your RAM, proof: https://gyazo.com/8e7d3a3d5e3d89008911af052fb8be9c ). There is not much we can do about this since if we compress them they will look bad, but we are looking for a way to compress without losing quality) (Later later edit: we've managed to compress the animations to half of their size, without losing quality. Now they are worth 1.41 GB).. We have the inventory and customization system as well that is drawing CPU power when you are in menu, plus the animation inventory, proximity voice chat, radio voice chat, complex mag system, complex game mode scripts that require entering a code manually, even a custom made sound occlusion system, and I could go on but I dont want to bore you to death.
In conclusion, what I am trying to say is that even if this game doesn't look at first glance like it's something that could eat your CPU and GPU, well, it has all the right to! It's far from a simple game and you will find hidden settings and features that you've missed at first glance every once in a while.
To get an idea of most of those features check out our #3 Devlog here: https://www.youtube.com/watch?v=YwW20bt1OAs&t=895s
But also #2 Devlog here: https://www.youtube.com/watch?v=u13ZQvrHBWo
And watch the gameplay tutorial playlist here as well: https://www.youtube.com/watch?v=9XHgIGrYGJU&list=PLpUhVMcZDq6sE4q3kNGVEby_HUMR73lI7&index=1
Please accept our apologies and bear with us, we will get to the bottom of the JSON parsing that causes the huge loading times when logging in, but other than that, the game's resource demanding makes sense and there's absolutely no reason to be scared!
Open Mod Official YouTube gameplay livestream feed!
Hey there folks!
In case you want to see more gameplay, we are here with an official YouTube livestream!
You can watch it later too, that's why we chose YouTube
Afterburner's overlay is on too, so you could see the cpu/gpu/ram the game takes. (Later edit: real ram usage can be found at this timestamp: https://www.youtube.com/live/MosFce0A3P4?feature=share&t=1358 )
-fixed an issue where players could kill each other in pre-round time. That wasn't supposed to be allowed -fixed an issue when registering your username, if you'd by mistake double click or spam the "Set up username" button the game would throw an error because that request cannot be done more ofthen than once per second and you'd be stuck in that menu
Steam page and Kickstarter pre-launch page are live!
Hey! We are prodly letting you know that the Steam page and Kickstarter pre-launch page of Open Mod are live! Click on the banner above to be redirected to our Kickstarter pre-launch page or just go to this link: https://www.kickstarter.com/projects/hypergamey/open-mod-project