Just going off of past release patters. It's been the usual amount of time passed and the devs like updating around big holidays like Easter
To be completely honest, I've been fine with the long update waiting time, but recently I feel that the wait hasn't been worth it. I can't be alone in saying that I would rather many small updates rather than two big updates every year.
Yeah but even WCUSA was kind of a let down in terms of performance. Don't get me wrong, it's one of my favorite maps, but It doesn't act very nicely sometimes (In terms of random FPS drops)
This entirely depends on your computer specs and in-game settings. I can run it just fine without any lag.
Language please WCU is the most complex level we have at the moment, with tons of meshes everywhere. The level was made taking in consideration all those little tricks that help with performance (like having as few materials as possible to reduce drawcalls, packing some meshes in single objects and so on) There was also massive optimization done before it went public (60 FPS is doable on a GTX970 @ High), and there is still space for some more.
I have a 1070, i7 7700k and get 30 FPS in some areas of map, sometimes. Gonna be honest, West Coast is my most used map, and my favorite, but it needs a hell of a lot of optimization.
What you are getting I believe is something else. There's some weird bug for some, which causes frame-rate to drop massively for apparently no reason on that level. We are still researching on that (takes longer on bugs we cannot replicate ourselves..), and did some more optimization (in particular on the decals, which WCU uses extensively). PS. Don't confuse the above with actual low-medium hardware performance (as in, don't start thinking your Intel HD Graphics gets 10FPS because of that issue..)
I agree 100%. It is hard working with a CI/CD pipeline at work and not seeing that in games like this. I think it could lead to a better final product because us as users could give more constructive feedback quicker.
I understand the fact we have been taking longer between updates, but some things simply cannot be released in heavy WIP / not usable / not playable status. For example the sound update required a huge amount of work and time. We could have released things earlier, but you would have got a new sound system that would have been barely working / unpleasant to have (You would not be amused by that) In cases like this, we rather work toward finishing ( reaching stable results ) and then push it to you all. A side-effect of that is that the update gets bigger and bigger as it includes more work from us. Who knows, maybe the next one also has something on that genre If by CI/CD you mean a daily / frequently updated build of the game, I don't think it would turn out any good. Something like that would not be much usable by your guys, as some things gets broken really hard during the works (for then being re-assembled). It would just make a lot of complains about issues for something that is the true term of WIP. Not really useful for either sides (we already did that long time ago with an 'Experimental Branch' for those who remember)
I was not really complaining. I completely agree that some of those larger things have tight integrations that cause larger releases. I am very happy with the game and love how there is always some sort of update whether it is weekly, monthly, or quarterly.
Completely understandable I am guessing you have different environments and the really broken stuff would not be pushed to PROD. I was not thinking daily because like you said there would not be much. Regardless, you are continuously providing new features that are almost always stable so there is not too much to complain about.
Maybe even a regular dev sneak peek? Schedule it once a month, I think it would reduce the hype train and spam like that. Also, I'm going to make a thread about one suggestion I have.
One question. If and when Italy is released,how intense will it be? Like,scale 1 to 10 on a moderate gaming laptop.