It's reassuring not just hearing from a dev team that something doesn't work well, but also in-depth detail in HOW they're going to fix it. This is the best dev blog I've read in a long time, no matter the game. WOW.
I would like them to have skins based on kills, head shots, or whatever to show you're somewhat good or making progress in a gun. Doesn't have to be over the top skins just something to keep you engaged in a role. Also sell vehicle skins (muzzle ,name) to help fun the progress of this game. I have a mid gaming laptop and run it 40ish fps, and I'm upgrading to a pc just to play this game, I want this optimization to move forward because I know a lot like me with 40fps still love this game.
at least code is under the surface. the character models are horrid. totally wrong proportions. they look like 120lb 5'4 school children in adult uniforms.
@@g0ooose589 E-fucking-xactly. I literally just put 64GB to help brute forcing this game, because if I did anything other than squad and maybe discord, it would crash the engine.
@@galacticdragon9841 Yeah, that's really tough. You all have a great knowledge of the code base but all the 'important' tickets get superseded by 'urgent' ones.
at least code is under the surface. the character models are horrid. totally wrong proportions. they look like 120lb 5'4 school children in adult uniforms.
Good that they are still diving into the performance of their code after such a long time. I imagine Squad ran into a similar issue nearly 80% of small developers run into when they succeed. Smaller team turns into a larger more experienced team, and new code is written by experienced devs on a code base that less experienced devs wrote. It sucks to have to go back so a lot of teams just don't and apply band aid solutions. I don't think anyone in the team back in 2016 thought they'd get this far.
Take League of Legends code for example. Bunch of nerds in 2009 made a game that no one thought would be as big as it is today and it still runs on the same code where throughout 15 years they only applied band-aid. It sucks BIG TIME but they are scared of making a new code and losing the essence that made people love the game (even if it sucks).
also, writing the best code is usually not the highest priority. They are usually more worried about making it playable and releasing it. You can write terrible code but if people still get a okay fps, then they will still buy it and play it
One of the biggest things you learn in gamedev is that if you try to make your game perfect, you'll never ever ship it. I suspect that the Squad devs just said "fuck it" and released at some point, and then it was balancing and bugfixes and new features and the devs just didn't have time to fix performance anymore.
Completely expected problems. The original devs were all modders. Of course they got used to working around shitty code, forgetting they're in a position to actually fix the base code.
I totally agree about the microtransactions. I wish they weren’t necessary, but game dev is expensive. If the choice is weapon skins, or OWI going bankrupt, I choose weapon skins. Edit to say: especially if OWI is spending the time and effort optimizing.
I'm usually heavily against any form of MTX in games that cost a premium(initial price), except for rare cases. This so happens to be one of the few cases. The devs have continued to support the game since launch, its been years since release and we're still receiving updates/patches beyond just fixing crashes and game breaking bugs. All MTX aren't balance or immersion breaking, they've kept them extremly tame. I can still look at someone and easily identify what team their on with a glance, and nobody buying the MTX don't have any form of competitive advantage
I will say: the way they have implemented weapon skins in Squad is the most player friendly implementation I've ever seen, and I'm all for it. They look slick but realistic, and only become available in certain biomes so you don't have weird camo on your player models like in Hell Let Loose. If it stays this way, I will forever support it
Crazy to start optimising the game on a game engine that itself hasn't finished being optimised but hey at least you should be able to do one big pass of both the engine code and game code and maybe end up with a truly good product!
This is a great pivot from where we were with the old community manager and the fiasco that was the Road Map, Trello board and delayed features. Just tell us where the development is today and where it's going. No need to dump a bunch of hard dates for multiple features that will all ultimately be delayed due to the technical debt. "Hey guys, this is what we are working on and why".
Bro at 0:47 seeing those traction maps work! THATS A HUGE WIN. Right there. BIG This is pretty much Squad 2.0 but its free to current players and without a lengthy and unneeded marketing campaign.
In my opinion, the large map sizes and the abundance of vehicles call for a significantly higher player count. I personally feel that 50 vs. 50 is insufficient for most maps. Ideally, I hope that improving the game's code will lead to the addition of more players. I believe 80 vs. 80 (160 players total) would be optimal, allowing for dedicated squads for various roles. 3 IVFs (6p), 2 TANKS (6p), 2 HELI (4p), 3 LOGI (6p), 2 Mech Squads (12p), 5 Infantry squads (45p), 1 Command Squad (2p). Around 80 players.
Agree, it sucks when you have 20 players doing armor and vehicles and infantry is an afterthought. But my concern would be filling the servers and command and control issues
It would probably be better if instead of creating a bool for every tick they instead used an event notify upon the actor being equipped from player to shovel. this would be in the shovel blueprint and will require no Additional memory stored. They could also use a interface to alert any equipped actor on pickup and therefore only need to track if something has been swapped on hand or picked up.
the only thing I want from squad devs - 1. fix the beard and mustache textures for WPMC and 2. add beards to insurgents. Until these are fixed the game is unplayable
Just be aware that Nanite has a reasonably large upfront "fixed cost" and Virtual Shadow Maps especially if you have a Time of Day feature are many times slower than traditional Cascade Shadow Maps ultimately potentially causing significant performance reduction though it depends if Squad (or "you") is/are more CPU vs GPU bottlenecked... the optimisations they are talking are mostly CPU so if you are CPU bottlenecked with lots of free GPU resources you certainly could see a performance increase though.
The good thing about the UE5 features is that they require less technical expertise and work to implement. Something which you are lucky to have in small dev studio's. So yea they might be suboptimal, but a good pick in their case. Not a dev so don't know how much work the manual solution would be, but given squads track record I don't hold much hope for the manual solution.
Sounds like their leadership is improving. Excited to see where Squad will be a few years from now. Also, have they made any comments about moving Squad 44 to UE5? I’m sure it’s probably less profitable because the game has largely already sold to those that wanted a WWII Squad but I’d love to see the game move to better graphics and vehicle physics.
If they coded things in a good way porting over the second game that should be practicaly the same but with different assets is much simpler. Considering we know their code has been bad for years before they admitted it. It will probaply be a pain, but much easier after having done it for squad.
Every developer that has ever worked on a large codebase believes that the code sucks. Large refactors come with their own challenges though, sometimes it's worth it and sometimes it brings even more problems.
"We had to patch things in place due to time constraints and different feature priorities" And this is the biggest issue with game development, instead of actually fixing the game they add more features to it instead which means they're applying new code over broken code and you end up with this result years down the line, so many devs think adding something new is better than fixing the base game but what % of the player base actually agrees with that. 43 pages of notes documenting performance issues because they couldn't be fucked fixing them because fixing the game itself doesn't bring in more money, new content does.
this was beyond obvious. idk what else to say, when you have games that can do what squad does x10 and still get 2x to 4x the frames. its obvious its the code and not the engine... also that being said despite the code the fact it still runs at all is a miracle because hearing they had things like main menu button on tick and not event made me almost have a heart attack because it made me realize just how patchworked the game is. like they genuinely had to do quick messy implementations every step of the way and that to me makes so much more sense as to why its so bad, i knew it was bad just not this bad. the main thing i am very proud of actually of owi is that they acknowledged just how bad it is and said "ight lets fix it" which i mean rah.
No game does what Squad does x10 and gets 2x to 4x the performance. There is no squad like game that runs well. Not arma, not HLL, and in case anyone tries to mention Battlebit, the shit looks like minecraft of course it runs good. No lighting to deal with, like 6 moving parts per playermodel, it isnt doing "more."
@@Steeveerson bro please have standards and stop guzzling cum. there are games like stellaris that make trillions of calculations per ms not losing a single frame, factorio, no mans sky, exanima, chiv 2, any physics based game. i could go on, but i dont have to because the devs themselves said their code is shit.... which it has been obvious since launch the server dipping to 5fps on arty, if u got more than 3 fobs per map... lol. like please stop its just cringe.
@@Steeveerson What's there to justify Squad's rubbish performance besides the large player count anyway? The visuals and physics modelling are both pretty unremarkable.
@@Steeveerson You forget that squad is cpu bound, and BB has 2x the player count and runs on a potato. Graphics have some cpu overhead, but not this much
I read the notes and was super happy, my guess was they had some new devs or something that are cleaning up some long-standing problems. I have no idea but I am super happy by this news and I will not lie I started yelling when I saw the tank drive over a car without getting stuck
It has primarily been a group effort. Many people are fed up with our culture around performance and are trying to make a change. UE5 has undoubtedly played a role in those internal conversations.
Love the transparency and ambition from Offworld. I really hope we get dedicated attack helicopters at some point (AH-64, Mi-28, etc.) they don’t need to have ATGMs, just dumb-fire rockets for the pilot and the chain gun for the gunner. Seems like a no-brainer with the addition of MANPADs and AA emplacements.
For fixed AA emplacements, check out the UK's Starstreek system. I can see they using that for UK. Would be interesting to also see them add systems like the avenger AA for the US.
I love playing this game, just too burned out from work and can't use a mic where my PC is setup is the main thing (live in a small house with family) but when I saw the ue5 update I knew I was cooked, haven't even thought about it since, my PC is decent but an older build
I'm a web dev. In a project there's bunch of people working on it. and that's why it's so hard to keep the code clean, because some people have lesser understanding of a good code. like right now, rather than create a new web module, I've got much much more bug fix task from other dev code. most of the time I see code and see the intent of the author for that code: "I just need it to work" and does not think about maintenance and other possibilities in the future. for example there's a function for getting data from the server, it use a library someone made and have 'pagination' feature which handle those page 1,2,3 type of stuff. which limit the data get for optimization(default limit=10), which is great, but for exporting the data for excel you need all the data. so rather than creating new condition for these excel other dev just use 'limit=9999' which works... for now... the data pool is already on 4300 records... in 5 years it will surpass 10.000 records, and what happen then? all the record starting from row 10.000 won't be fetched and that can cause business failure. When this task comes to me, I add a condition when the limit=0 then it won't use the pagination. That way, when the data pool reach 10.000 and more, it won't cause any problem.
Big balls move to remove both the near decade of technical debt *and* optimise the unoptimised UE5 engine, and if the Devs have just come out and said that plainly then I respect this move and await their improvements eagerly because with some big brain maths you could double, possibly quadruple, SQUAD FPS snd netcode performance
my GPU is at 99% usage on medium settings and crashes when there are too many sparks , sure I have a gaming laptop, but squad is like 8 years old. come on. The last time I crashed was when i snuck across the desert airbase map in prone for 30 minutes to get to their radio and one hit of my shove I crashed.
13:25 this is just insane a BRDM with Strela missiles or a humvee avenger is enough maybe with bigger maps and more powerfull attack helicopters a shilka or 2S6 Tunguska could be added
Stoked for all of this. Been playing this game on and off since 2016. Put in down about three months ago out of fatigue, but this is some great, fresh news from OWI. The brute honesty is insanely refreshing from a dev group. I guess the only thing I'm curious about given the scope of this project and it's direct impact on the legacy of this game and the future of OWI as Squad Devs- are they planning on hiring to help with this work load? Any change like this is fantastic, but the excitement and goodwill this move to UE5 will generate will be significantly tempered if we're not going to see this released until 2027. Hopefully they can get the help they need for this. All in all good news though.
Maybe the constant repetition of people telling them to optimize the game when they post anything at all has actually paid off. I'm still going to keep posting "stop releasing new content. Fix/optimize the game." until it actually runs at an acceptable level.
as a new squad player, with a lot of battlefield vehicle experience, I can't wait to try the new vehicle physics. Everything feels so clunky right now, so I'm interested to see how they clean it up while maintaining the hardcore aspect that keeps most vehicles balanced
Honestly them ACTUALLY fixing small problems that add up and then show the work they are putting in on big problems is, itself amazing and earned a lot of respect for me.
I LOVE This transparency from them! Ill continue to purchase all dlc and skins to continue to support them! I LOVE that they are continuing support for my fav game and genuinely want to keep it going into perpetuity
The performance impact of tick: UE5 can handle something like 100k actors on a high end machine, if they're not doing anything, at about 40 FPS. Enabling tick on those actors drops the FPS to sub 1 FPS, even if there is no logic attached.
Love to see the transparency. We understand making a game is hard, we don't understand being told lies. Much rather be told the truth and HOW it's being addressed opposed to "Oopsie sorry the game didn't meet standards, we'll work on it"
SO GLAD they are aware of the "spawning audio" issue. It happens to me every game now it seems like. You hear a random gun or rocket firing but its not actually there, but hundreds of meters somewhere else. I've walked countless miles in game trying to investigate said gunshots and its a pain in the rear. Also another massive bug that has gotten me killed so many times is the rocket reloading. Your guy tosses the AT4, its on the floor, but it doesnt let you fire or switch until well after 5-10 sec of the animation. RPGs specifically have a bug where your character will go through the reloading procedure and then it doesn't reload, no matter how many times you press R. Likely has to do with the checking if your character has the object. They have a lot of issues to still iron out, and I hope they don't rush UE5 like they did with the ICO (which ended up being buggy).
Listen when I saw that Tencent had bought part of OWI I was really worried I stopped playing for a few months and saw the skins and emotes come out and got more worried, but then they released the combat overhaul and they picked up squad 44 and they have worked hard to revamp maps and portions of the game that I was hoping to see! I now own all of the weapon skin packs and will buy more if they keep them realistic or practical because the dev team has time and time again impressed me with their commitment to the game, their community and their desire to make it good. Squad is my favorite game, I play a round almost every night and I almost always have fun 😂
@@Armand79th Tencent is a Chinese company, to avoid legal trouble around the world they often only buy about 40% of companies(, like Epic games for example). But they often help with the majority share on investments for games, so that they can have more say in decisions and direction then their share would imply
@@user-fg8ux8zo6w It's not sinophobia to be wary about companies from a nation where their censorship-friendly and human rights infringing government has a huge say and stake on every product they make or own.
Some of the burned-out vehicle hitboxes are too large, the 'getting stuck in tree root' problem and the AT launcher reload bug are all really in need of being fixed..
Its always great to see when studios switch engine that they take the time to also "re code" the game by writing diffrent code that does the same but is way more efficient simply by having more experiance. and the biggest change the game will have is that the game will not be able to run on windows 7 anymore simply becasue windows 7 cant read some of the data that windows 10+ can read but windows 7 cant.
The shovel stopping you from aiming your rifle or enter vehicles was a nightmare last year…. I haven’t noticed it in a long time so I guess it’s finally fixed It’s strange because I’ve played squad since alpha v. 9….. but I’ve only noticed/ knew of the shovel bug being a thing this year
A blessing and a curse wouldn't be "the squad experience" without that code. Thanks for all the hard work, dev man. You guys are the beating heart ❤ of the Squad
I have high hopes for this overhaul, I love what they’ve done with Squad 44, and that just reinforces my confidence in OWI to bring great things to both games. I’m not one to give into hype, but I can’t help but be excited for this!
Even in big Software service provider company tech debt is omnipresent. A lot of budget decider get spooked as the cost is usually big when it's brought up. They prefer swap under the rug than take the bullet. Also patriot for chopper ? Wtf lol Just bring Shorad vehicules, LAV AD, humvee avenger, Biryusa, Sosna, etc.. or just tech with AA manpad mounted. a lot of choices that makes much more sense. Now i think that if they don't bring better weaponery on chopper, i am not sure it worth the spending of a vehicule squad or role.
Alot of small passion projects that grow in scale often suffer from spaghetti code, it sucks, it's really hard to deal with from a programers standpoint. Tarkov is the major one I can think of. Code written by someone years ago who may not be with the company anymore, will look completely different to someone new coming on. It's neither the fault of the first dev nor the second, just the chain of events that culminate into hardship down the road. I know not of a single game that has ever managened to successfully rewrite large systems, as they tend end up on a closed build for 6 months, then resources are directed elsewhere, or sadly, systems that were in development before the rewrite, end up causing even more chaos. I wish OWI a lot of luck. In their particular instance, the game has a healthy modding scene. it would be a risky move to transfer the entire team to rebuilding the game for UE5, and would likely cost a lot of time, but as a squad player, I feel like the modding scene can handle introducing new content and keep the players happy, so that the dev team can focus on map rebuilding, asset transfers, and code rewrites.
besides graphic i rly hope we will get updated features like dynamic stances similiar to arma or at least a system which automaticly mounts weapons to the enviroment. Giving better weapon handling and also it stops you from hitting the cover while on your screen the gun is clearly placed above it.
It would be really cool if they could backport a couple of the fixes into the current engine for everyone to notice while they are moving everything over and re-jigging the new one.
My fav bug is where i get stuck half way in a tree and when i reset it, it just climbs higher up😂, had to get a transport and stand on a dude to get it down
I just want dedicated squad types with unique abilities. Artillery squad with a spotter who has a calculator to call shots and the SL can give multiple Artillery designations. Engineering squad that has an increased engineer squad cap and and everyone has enhanced shovels. Anti vehicle squad(Access to C4 and mines and the new AA weapons) Sniper Squads. SL has limited Structure building but has a mid range rifle and enhanced spotting scope with bipod. No engineer. No AT. No MG. Just soldier kits. Command squad: 1 Engineer, 1 spotter, and standard rifle kits. 5 man maximum.
From Linux world, yes, but then UE5 Lumen undoes your global lighting shader compilation by doing volumetric/cubic lighting in real time and ignoring baked shaders. And then UE5 Nanite ignores all your pre-baked LODs and loads the highest polygon model and uses overdraw to effectively fail to reduce the number of polygons in the models, so everything is drawn at LOD 0 all the time
Are they ever going to fix the sounds? Vehicles sound like they are WAY closer than they should sound. I can hear a truck driving like 200m away like it's right next to me. Since they added the faction (I think) maybe even before, the sounds of vehicles has been way off. I feel like I remember it being worse in that it would sound like a vehicle is like 30 meters to the left or right of whwre it should be. Especially when on the move.
If they add the Chaos Engine. Will it be easier to T-bone an IFV/LAV with a truck at full speed? Or have an Abram’s tank fully climb a T-72B? Yes, I’ve have done them and won.
I had to stop playing SQUAD not because I stopped liking SQUAD but because after the turkey update, I just couldn't get a stable 60fps at medium settings 1080p.
I'm all for the purchasable skins that are in the game to support development, providing they're not unrealistic. Their current skins I think are a good because they're not out of place, but that's also why they're not that appealing to spend money on. Something like OG MW2 camos (red tiger camo, fall camo, urban camo, blue tiger camo) would be a good balance of personalisation without it becoming cringe and ruining immersion like other games have done with neon and anime camos
so they are in fact using chaos physics. i wonder how much, though. it would be cool to have more destruction than just let's say, fences and small brick walls being destructible
I have fallen through floor in older updates and saw assets like buliding and stuff under the ground aswell maybe they should check stuff like that aswell for performance
Patriot or Buk AA assets would be cool if you had fighter jets or cruise missiles you want to counter in the same. Honestly that'll be kind of cool if a commander could buy a Patriot to counter enemy UAVs, airstrikes, for a limited amount of ammo ofcourse. To balance it. Also the enemy should be able to destroy it t if they discover where the commander hid it. Would be a fun side objectives for the scouts who love to find HABs and such
the patriot systems could maybe used as the ability to call in the ground to air strike as to protect the people from the jets or drones (might not make sense but that's my theory)
Rising storm Vietnam have exactly this system, it's super fun being a commander and trying to guess when the enemy commander is going to use his airstrike abilities.
It was kind of painful of being able to run Squad up until v9 at 60fps just fine to having to need to upgrade after that just to play the game. I hope that they may be even able to lower the recommended requirement. The lower the cost of entry, the better the longevity of the game. As for the skins, I actually like it. In real life, you see some people painting their guns too and others that don't. As long as they are based in reality, I have no issues with them.
Squad is an amazing game even with its problems and the devs are dedicated to making an even better experience. The devs deserve the basic support that skins enable!
The modding team over at steel division two and a half years ago knew how bad the code was but we pushed the very limits of squad and now mods like GE and supermod use our assets
I always thought "ue5 is nice but fix your shit first" seems they are doing that or at least working towards that so that's good to hear. Let's hope for a better squad down the line
back in vA9, i could play 1080p at 35fps on a 640 & fx6100. vA10, i started getting hitching pretty much constantly on certain maps vA11, I was getting hard freezing that required a full restart. I knew the performance just suffered more beyond that so I never even bothered trying to play after I upgraded to an R5 3600 & 1660 in 2021
It's reassuring not just hearing from a dev team that something doesn't work well, but also in-depth detail in HOW they're going to fix it. This is the best dev blog I've read in a long time, no matter the game. WOW.
They're cooking up something for sure
i know they said no definitive timeline but it would be nice to know if they see it being done sometime next year or 4 years from now.
bring back G4 "Attack of the show" and give make Moi the HOST!
I would like them to have skins based on kills, head shots, or whatever to show you're somewhat good or making progress in a gun. Doesn't have to be over the top skins just something to keep you engaged in a role. Also sell vehicle skins (muzzle ,name) to help fun the progress of this game. I have a mid gaming laptop and run it 40ish fps, and I'm upgrading to a pc just to play this game, I want this optimization to move forward because I know a lot like me with 40fps still love this game.
at least code is under the surface. the character models are horrid. totally wrong proportions. they look like 120lb 5'4 school children in adult uniforms.
I think we all knew that our pc was basically brute forcing this games bad code.
Mfw 16 gigs of ram is not enough
@@g0ooose589 my 32 is not enough, i dont understand this f* game lol
@@g0ooose589 E-fucking-xactly. I literally just put 64GB to help brute forcing this game, because if I did anything other than squad and maybe discord, it would crash the engine.
34 gigs is still not enough for squad.
@Hinokassaudifan1 that's because it's not using your ram that is the bottle neck, like it probably should be. It's the CPU lol
I don't think anyone thought the code sucked, rather knew that it did
for a good reason: they have only 6 people programming the back end of the game. that is not a lot for a game of this complexity.
@@galacticdragon9841 Yeah, that's really tough. You all have a great knowledge of the code base but all the 'important' tickets get superseded by 'urgent' ones.
Being a programmer I completely understand how and why this happens. You would need another team just to refactor the code.
at least code is under the surface. the character models are horrid. totally wrong proportions. they look like 120lb 5'4 school children in adult uniforms.
@@joshuaheathcote2116 The dev they have on the vehicle code is one of the more talented I've worked with. Unfortunately it's a very difficult problem.
Good that they are still diving into the performance of their code after such a long time. I imagine Squad ran into a similar issue nearly 80% of small developers run into when they succeed. Smaller team turns into a larger more experienced team, and new code is written by experienced devs on a code base that less experienced devs wrote. It sucks to have to go back so a lot of teams just don't and apply band aid solutions. I don't think anyone in the team back in 2016 thought they'd get this far.
its even gone a bit farther but you are on the right path.
Take League of Legends code for example. Bunch of nerds in 2009 made a game that no one thought would be as big as it is today and it still runs on the same code where throughout 15 years they only applied band-aid. It sucks BIG TIME but they are scared of making a new code and losing the essence that made people love the game (even if it sucks).
IIRC the original devs have moved on. New crew.
also, writing the best code is usually not the highest priority. They are usually more worried about making it playable and releasing it. You can write terrible code but if people still get a okay fps, then they will still buy it and play it
One of the biggest things you learn in gamedev is that if you try to make your game perfect, you'll never ever ship it. I suspect that the Squad devs just said "fuck it" and released at some point, and then it was balancing and bugfixes and new features and the devs just didn't have time to fix performance anymore.
Completely expected problems. The original devs were all modders. Of course they got used to working around shitty code, forgetting they're in a position to actually fix the base code.
Not “they’re in” it’s literally their position
There is no code, most of the game is made using ue4 blueprints
@@LynxBite no. Plenty of the game was made in C++. They have had some incredibly talaneted programmers over the years
@@prototypechannel6975 Uhhhhh Not C++ lol, Probably C sharp. C++ is very low level for game development
@@LynxBite you can't make netcode out of ue4 blueprints lmao
I totally agree about the microtransactions. I wish they weren’t necessary, but game dev is expensive. If the choice is weapon skins, or OWI going bankrupt, I choose weapon skins. Edit to say: especially if OWI is spending the time and effort optimizing.
Yup I buy them because I have over 1k hours and would love to continue to help this game
exactly. simple emotes and cosmetics that dont break immersion is pretty much the best any live service game can hope for these days
Lol
Imagine buying cringe fucking skins.
lmfao
I'm usually heavily against any form of MTX in games that cost a premium(initial price), except for rare cases. This so happens to be one of the few cases. The devs have continued to support the game since launch, its been years since release and we're still receiving updates/patches beyond just fixing crashes and game breaking bugs. All MTX aren't balance or immersion breaking, they've kept them extremly tame. I can still look at someone and easily identify what team their on with a glance, and nobody buying the MTX don't have any form of competitive advantage
@@Z3mikey that is the right reason. Honorable indeed
People have been talking crap about people getting 40-60 fps like it was our PCs fault. I know I get 140 fps on other games…nice to be vindicated.
It's both. Likely minimum specs, Internet and bad optimization.
@ nah, I get a gig upload and download plugged straight into the router. I also run other games just fine.
@@eyeout that’s crazy, your PC does suck tho
@ yeah it does. I’ve only got 32 gigs of ram and 8 gigs of video ram. I built it myself so I’m sure it must be me, not this single lone game.
@@eyeout as long as u know 👊
I will say: the way they have implemented weapon skins in Squad is the most player friendly implementation I've ever seen, and I'm all for it. They look slick but realistic, and only become available in certain biomes so you don't have weird camo on your player models like in Hell Let Loose. If it stays this way, I will forever support it
Is the game finally going to be optimized!? One in a million chance!
if you think its going to run better on UE5 then you are in for a shock
Crazy to start optimising the game on a game engine that itself hasn't finished being optimised but hey at least you should be able to do one big pass of both the engine code and game code and maybe end up with a truly good product!
Yeah you wish. So do i@@ThePlayerOfGames
@@ThePlayerOfGamesbtw delete the pfp
theyll walk back the optimizations when reddit starts complaining
This is a great pivot from where we were with the old community manager and the fiasco that was the Road Map, Trello board and delayed features. Just tell us where the development is today and where it's going. No need to dump a bunch of hard dates for multiple features that will all ultimately be delayed due to the technical debt. "Hey guys, this is what we are working on and why".
Bro at 0:47 seeing those traction maps work! THATS A HUGE WIN. Right there. BIG
This is pretty much Squad 2.0 but its free to current players and without a lengthy and unneeded marketing campaign.
Please put topo markings (contour lines) on your maps!
Yes. I think the maps are not realistic and should goto a classical map type.
if its too busy with the colors i honestly wouldnt mind a black and white topo map, would still be more useful imo
I would love this
As a pilot, I have wanted a topo map for ages.
@@boinqity4621 I think there should be a layer or just double pressing M
In my opinion, the large map sizes and the abundance of vehicles call for a significantly higher player count. I personally feel that 50 vs. 50 is insufficient for most maps. Ideally, I hope that improving the game's code will lead to the addition of more players. I believe 80 vs. 80 (160 players total) would be optimal, allowing for dedicated squads for various roles.
3 IVFs (6p),
2 TANKS (6p),
2 HELI (4p),
3 LOGI (6p),
2 Mech Squads (12p),
5 Infantry squads (45p),
1 Command Squad (2p).
Around 80 players.
Agree, it sucks when you have 20 players doing armor and vehicles and infantry is an afterthought. But my concern would be filling the servers and command and control issues
It would probably be better if instead of creating a bool for every tick they instead used an event notify upon the actor being equipped from player to shovel. this would be in the shovel blueprint and will require no Additional memory stored. They could also use a interface to alert any equipped actor on pickup and therefore only need to track if something has been swapped on hand or picked up.
drinking game idea: take a shot every time you read a comment that tells you their gpu despite the fact that squad is heavily cpu bottlenecked
Will require a multithreaded refactor pass -- that's at least a year's worth of work.
the only thing I want from squad devs - 1. fix the beard and mustache textures for WPMC and 2. add beards to insurgents. Until these are fixed the game is unplayable
This kind of beard-centric ideology is something I can support!
One day maybe beard/mustache physics
UE5 Eye in The Sky is gonna go crazy
Shoulder fired MANPADS unlock the exhilarating opportunity for Squad veterans to say, "back in my day we didn't need no damn MANPADS to shoot HELOS!"
It takes a true professional and adult to admit when you failed you make up for failure by not giving up until u succeed
I always like it when devs actually admit that their game has problems (whether they're big or small) and actively do something about it.
well at this point you can't fucking hide it lol
fuck graphical improvements
i want GOOD PERFORMANCE
I'm getting 140 FPS at DayZ, 110 FPS at Arma Reforger, 70-80 FPS at EFT and 30-40 FPS at SQUAD...
That's all I have to say.
Just be aware that Nanite has a reasonably large upfront "fixed cost" and Virtual Shadow Maps especially if you have a Time of Day feature are many times slower than traditional Cascade Shadow Maps ultimately potentially causing significant performance reduction though it depends if Squad (or "you") is/are more CPU vs GPU bottlenecked... the optimisations they are talking are mostly CPU so if you are CPU bottlenecked with lots of free GPU resources you certainly could see a performance increase though.
The good thing about the UE5 features is that they require less technical expertise and work to implement. Something which you are lucky to have in small dev studio's. So yea they might be suboptimal, but a good pick in their case. Not a dev so don't know how much work the manual solution would be, but given squads track record I don't hold much hope for the manual solution.
Sounds like their leadership is improving. Excited to see where Squad will be a few years from now.
Also, have they made any comments about moving Squad 44 to UE5? I’m sure it’s probably less profitable because the game has largely already sold to those that wanted a WWII Squad but I’d love to see the game move to better graphics and vehicle physics.
Nothing on SQ44 just yet but the Pacific Update is right around the corner
Imagine wasting another few years of life from now just to see where this video game will get 😂
If they coded things in a good way porting over the second game that should be practicaly the same but with different assets is much simpler. Considering we know their code has been bad for years before they admitted it. It will probaply be a pain, but much easier after having done it for squad.
Every developer that has ever worked on a large codebase believes that the code sucks. Large refactors come with their own challenges though, sometimes it's worth it and sometimes it brings even more problems.
Yeah, there is a big reason there is only one game like Squad and anything that has tried has ran into just as many problems.
When your game needs to be played with a 4090 so you can enjoy it you know you have spaghetti code
"We had to patch things in place due to time constraints and different feature priorities"
And this is the biggest issue with game development, instead of actually fixing the game they add more features to it instead which means they're applying new code over broken code and you end up with this result years down the line, so many devs think adding something new is better than fixing the base game but what % of the player base actually agrees with that. 43 pages of notes documenting performance issues because they couldn't be fucked fixing them because fixing the game itself doesn't bring in more money, new content does.
this was beyond obvious. idk what else to say, when you have games that can do what squad does x10 and still get 2x to 4x the frames. its obvious its the code and not the engine... also that being said despite the code the fact it still runs at all is a miracle because hearing they had things like main menu button on tick and not event made me almost have a heart attack because it made me realize just how patchworked the game is. like they genuinely had to do quick messy implementations every step of the way and that to me makes so much more sense as to why its so bad, i knew it was bad just not this bad. the main thing i am very proud of actually of owi is that they acknowledged just how bad it is and said "ight lets fix it" which i mean rah.
alright doggy.
No game does what Squad does x10 and gets 2x to 4x the performance. There is no squad like game that runs well. Not arma, not HLL, and in case anyone tries to mention Battlebit, the shit looks like minecraft of course it runs good. No lighting to deal with, like 6 moving parts per playermodel, it isnt doing "more."
@@Steeveerson bro please have standards and stop guzzling cum. there are games like stellaris that make trillions of calculations per ms not losing a single frame, factorio, no mans sky, exanima, chiv 2, any physics based game. i could go on, but i dont have to because the devs themselves said their code is shit.... which it has been obvious since launch the server dipping to 5fps on arty, if u got more than 3 fobs per map... lol. like please stop its just cringe.
@@Steeveerson What's there to justify Squad's rubbish performance besides the large player count anyway? The visuals and physics modelling are both pretty unremarkable.
@@Steeveerson You forget that squad is cpu bound, and BB has 2x the player count and runs on a potato. Graphics have some cpu overhead, but not this much
I read the notes and was super happy, my guess was they had some new devs or something that are cleaning up some long-standing problems. I have no idea but I am super happy by this news and I will not lie I started yelling when I saw the tank drive over a car without getting stuck
It has primarily been a group effort. Many people are fed up with our culture around performance and are trying to make a change. UE5 has undoubtedly played a role in those internal conversations.
Love the transparency and ambition from Offworld.
I really hope we get dedicated attack helicopters at some point (AH-64, Mi-28, etc.) they don’t need to have ATGMs, just dumb-fire rockets for the pilot and the chain gun for the gunner.
Seems like a no-brainer with the addition of MANPADs and AA emplacements.
For fixed AA emplacements, check out the UK's Starstreek system. I can see they using that for UK. Would be interesting to also see them add systems like the avenger AA for the US.
I love playing this game, just too burned out from work and can't use a mic where my PC is setup is the main thing (live in a small house with family) but when I saw the ue5 update I knew I was cooked, haven't even thought about it since, my PC is decent but an older build
Informative video as always, but hearing you say Squad 2 had me rolling my eyes. They haven’t even finished Squad 1 yet!
@@turdwallet8840 its beyond finsihed! 😅😅😅
I'm a web dev. In a project there's bunch of people working on it. and that's why it's so hard to keep the code clean, because some people have lesser understanding of a good code. like right now, rather than create a new web module, I've got much much more bug fix task from other dev code. most of the time I see code and see the intent of the author for that code: "I just need it to work" and does not think about maintenance and other possibilities in the future.
for example there's a function for getting data from the server, it use a library someone made and have 'pagination' feature which handle those page 1,2,3 type of stuff. which limit the data get for optimization(default limit=10), which is great, but for exporting the data for excel you need all the data. so rather than creating new condition for these excel other dev just use 'limit=9999' which works... for now... the data pool is already on 4300 records... in 5 years it will surpass 10.000 records, and what happen then? all the record starting from row 10.000 won't be fetched and that can cause business failure. When this task comes to me, I add a condition when the limit=0 then it won't use the pagination. That way, when the data pool reach 10.000 and more, it won't cause any problem.
Big balls move to remove both the near decade of technical debt *and* optimise the unoptimised UE5 engine, and if the Devs have just come out and said that plainly then I respect this move and await their improvements eagerly because with some big brain maths you could double, possibly quadruple, SQUAD FPS snd netcode performance
ew
Atrocious pfp
@@Ekdrink Why
@@Ekdrink Another low IQ specimen getting upset about colors.
They cant even optimize their other ue5 game, which is a simple game.
my GPU is at 99% usage on medium settings and crashes when there are too many sparks , sure I have a gaming laptop, but squad is like 8 years old. come on. The last time I crashed was when i snuck across the desert airbase map in prone for 30 minutes to get to their radio and one hit of my shove I crashed.
sounds rough
13:25 this is just insane
a BRDM with Strela missiles or a humvee avenger is enough
maybe with bigger maps and more powerfull attack helicopters a shilka or 2S6 Tunguska could be added
Dude, people are out here saying 34GB of VRAM is not enough meanwhile I'm chilling at 2GB 😂
Stoked for all of this. Been playing this game on and off since 2016. Put in down about three months ago out of fatigue, but this is some great, fresh news from OWI. The brute honesty is insanely refreshing from a dev group.
I guess the only thing I'm curious about given the scope of this project and it's direct impact on the legacy of this game and the future of OWI as Squad Devs- are they planning on hiring to help with this work load? Any change like this is fantastic, but the excitement and goodwill this move to UE5 will generate will be significantly tempered if we're not going to see this released until 2027. Hopefully they can get the help they need for this. All in all good news though.
This is the kind of technical dev blog I have been waiting to see for so long now. Certainly beats the old "We're working on it"
This has been a looooong time coming! And thank the good Lord it has!
Hi boogie5 👋
Maybe the constant repetition of people telling them to optimize the game when they post anything at all has actually paid off. I'm still going to keep posting "stop releasing new content. Fix/optimize the game." until it actually runs at an acceptable level.
as a new squad player, with a lot of battlefield vehicle experience, I can't wait to try the new vehicle physics. Everything feels so clunky right now, so I'm interested to see how they clean it up while maintaining the hardcore aspect that keeps most vehicles balanced
Honestly them ACTUALLY fixing small problems that add up and then show the work they are putting in on big problems is, itself amazing and earned a lot of respect for me.
i’d prefer if they fix big problems like the game running like shit first
Not a squad fan, but it seems most DEVs outside of Epic Games themselves seem to struggle with UE4/5
I LOVE This transparency from them! Ill continue to purchase all dlc and skins to continue to support them! I LOVE that they are continuing support for my fav game and genuinely want to keep it going into perpetuity
"some performance issues" is crazy. I don't want to hear my fans when I run your game. Plain and simple!
The performance impact of tick: UE5 can handle something like 100k actors on a high end machine, if they're not doing anything, at about 40 FPS. Enabling tick on those actors drops the FPS to sub 1 FPS, even if there is no logic attached.
Love to see the transparency. We understand making a game is hard, we don't understand being told lies. Much rather be told the truth and HOW it's being addressed opposed to "Oopsie sorry the game didn't meet standards, we'll work on it"
SO GLAD they are aware of the "spawning audio" issue. It happens to me every game now it seems like. You hear a random gun or rocket firing but its not actually there, but hundreds of meters somewhere else. I've walked countless miles in game trying to investigate said gunshots and its a pain in the rear.
Also another massive bug that has gotten me killed so many times is the rocket reloading. Your guy tosses the AT4, its on the floor, but it doesnt let you fire or switch until well after 5-10 sec of the animation. RPGs specifically have a bug where your character will go through the reloading procedure and then it doesn't reload, no matter how many times you press R. Likely has to do with the checking if your character has the object.
They have a lot of issues to still iron out, and I hope they don't rush UE5 like they did with the ICO (which ended up being buggy).
You can also stand infront of those phantom noises and get killed!
Hopefully they can do the same for the Starship Troopers game, that game has optimisation issues still.
Listen when I saw that Tencent had bought part of OWI I was really worried I stopped playing for a few months and saw the skins and emotes come out and got more worried, but then they released the combat overhaul and they picked up squad 44 and they have worked hard to revamp maps and portions of the game that I was hoping to see!
I now own all of the weapon skin packs and will buy more if they keep them realistic or practical because the dev team has time and time again impressed me with their commitment to the game, their community and their desire to make it good. Squad is my favorite game, I play a round almost every night and I almost always have fun 😂
Good going dumbass. You bought stupid ass skins and still play a dumbed down "shooter" thanks to that bullshit called the ICO.
Lol @ u
Tencent acquired a *minority* stake.
Not enough for control, but enough to enjoy some kind of say..
what red scare level sinophobia does to a mf
@@Armand79th Tencent is a Chinese company, to avoid legal trouble around the world they often only buy about 40% of companies(, like Epic games for example). But they often help with the majority share on investments for games, so that they can have more say in decisions and direction then their share would imply
@@user-fg8ux8zo6w It's not sinophobia to be wary about companies from a nation where their censorship-friendly and human rights infringing government has a huge say and stake on every product they make or own.
Some of the burned-out vehicle hitboxes are too large, the 'getting stuck in tree root' problem and the AT launcher reload bug are all really in need of being fixed..
Its always great to see when studios switch engine that they take the time to also "re code" the game by writing diffrent code that does the same but is way more efficient simply by having more experiance.
and the biggest change the game will have is that the game will not be able to run on windows 7 anymore simply becasue windows 7 cant read some of the data that windows 10+ can read but windows 7 cant.
The shovel stopping you from aiming your rifle or enter vehicles was a nightmare last year…. I haven’t noticed it in a long time so I guess it’s finally fixed
It’s strange because I’ve played squad since alpha v. 9….. but I’ve only noticed/ knew of the shovel bug being a thing this year
A chance for something of a "ground up" approach is always nice for fixing lot-time issues.
A blessing and a curse wouldn't be "the squad experience" without that code. Thanks for all the hard work, dev man. You guys are the beating heart ❤ of the Squad
I hope addressing the audio replication issues will finally resolve the ghost audio.
I have high hopes for this overhaul, I love what they’ve done with Squad 44, and that just reinforces my confidence in OWI to bring great things to both games.
I’m not one to give into hype, but I can’t help but be excited for this!
Even in big Software service provider company tech debt is omnipresent.
A lot of budget decider get spooked as the cost is usually big when it's brought up. They prefer swap under the rug than take the bullet.
Also patriot for chopper ? Wtf lol
Just bring Shorad vehicules, LAV AD, humvee avenger, Biryusa, Sosna, etc.. or just tech with AA manpad mounted. a lot of choices that makes much more sense.
Now i think that if they don't bring better weaponery on chopper, i am not sure it worth the spending of a vehicule squad or role.
Alot of small passion projects that grow in scale often suffer from spaghetti code, it sucks, it's really hard to deal with from a programers standpoint. Tarkov is the major one I can think of. Code written by someone years ago who may not be with the company anymore, will look completely different to someone new coming on. It's neither the fault of the first dev nor the second, just the chain of events that culminate into hardship down the road. I know not of a single game that has ever managened to successfully rewrite large systems, as they tend end up on a closed build for 6 months, then resources are directed elsewhere, or sadly, systems that were in development before the rewrite, end up causing even more chaos.
I wish OWI a lot of luck. In their particular instance, the game has a healthy modding scene. it would be a risky move to transfer the entire team to rebuilding the game for UE5, and would likely cost a lot of time, but as a squad player, I feel like the modding scene can handle introducing new content and keep the players happy, so that the dev team can focus on map rebuilding, asset transfers, and code rewrites.
besides graphic i rly hope we will get updated features like dynamic stances similiar to arma or at least a system which automaticly mounts weapons to the enviroment. Giving better weapon handling and also it stops you from hitting the cover while on your screen the gun is clearly placed above it.
It would be really cool if they could backport a couple of the fixes into the current engine for everyone to notice while they are moving everything over and re-jigging the new one.
This feels like waiting for Christmas as a kid
Hopefully that also means we can see vehicle overhaul updates
My fav bug is where i get stuck half way in a tree and when i reset it, it just climbs higher up😂, had to get a transport and stand on a dude to get it down
13:30 I would expect something more along the lines of an SA-6. Like a scout car with SAMs
my computer is overheating, just from discussing games on UE5
I just want dedicated squad types with unique abilities.
Artillery squad with a spotter who has a calculator to call shots and the SL can give multiple Artillery designations.
Engineering squad that has an increased engineer squad cap and and everyone has enhanced shovels.
Anti vehicle squad(Access to C4 and mines and the new AA weapons)
Sniper Squads. SL has limited Structure building but has a mid range rifle and enhanced spotting scope with bipod. No engineer. No AT. No MG. Just soldier kits.
Command squad: 1 Engineer, 1 spotter, and standard rifle kits. 5 man maximum.
The only problem is that left side shows the same as as right side.
I’m surprised to learn they have an optimization team at all. Must be a ghost crew that only exists on paper.
Hopefully they can update the helicopters to have an actual sensible flight model and add a sensible armor system like in Post Scriptum
OWI please don’t forget about fast roping! (64vs64 would also be great) 🙏🏻
And yet people still tell me to get a better computer when i complain about performance and optimization....
I don't play sqaud but always have been interested, seeing stuff like this actually makes me want to play.
Does Squad even do a shader compilation step?
Wondering if that’s one of the sources of stutters in game..
From Linux world, yes, but then UE5 Lumen undoes your global lighting shader compilation by doing volumetric/cubic lighting in real time and ignoring baked shaders.
And then UE5 Nanite ignores all your pre-baked LODs and loads the highest polygon model and uses overdraw to effectively fail to reduce the number of polygons in the models, so everything is drawn at LOD 0 all the time
The new Al Basrah map looks amazing, I hated it before but it looks more filled in.
I wish they added realistic damage models on tanks a bit like WT
Really hoping this optomization information gets applied to squad44 too
Are they ever going to fix the sounds? Vehicles sound like they are WAY closer than they should sound. I can hear a truck driving like 200m away like it's right next to me. Since they added the faction (I think) maybe even before, the sounds of vehicles has been way off. I feel like I remember it being worse in that it would sound like a vehicle is like 30 meters to the left or right of whwre it should be. Especially when on the move.
If they add the Chaos Engine. Will it be easier to T-bone an IFV/LAV with a truck at full speed? Or have an Abram’s tank fully climb a T-72B? Yes, I’ve have done them and won.
I had to stop playing SQUAD not because I stopped liking SQUAD but because after the turkey update, I just couldn't get a stable 60fps at medium settings 1080p.
I'm all for the purchasable skins that are in the game to support development, providing they're not unrealistic. Their current skins I think are a good because they're not out of place, but that's also why they're not that appealing to spend money on. Something like OG MW2 camos (red tiger camo, fall camo, urban camo, blue tiger camo) would be a good balance of personalisation without it becoming cringe and ruining immersion like other games have done with neon and anime camos
so they are in fact using chaos physics. i wonder how much, though. it would be cool to have more destruction than just let's say, fences and small brick walls being destructible
Biggest problem, concentrating on graphics when you play in tiny maps.
Ok, i have never seen game devs make this kind of amazing work…. Im going to but all skins and emotes now, those guys deserve
I have fallen through floor in older updates and saw assets like buliding and stuff under the ground aswell maybe they should check stuff like that aswell for performance
I never understood why Squad was so popular. I pre ordered the thing but could barely bring myself to play.
This is very good for the community, thanks to squad devs!
Patriot or Buk AA assets would be cool if you had fighter jets or cruise missiles you want to counter in the same.
Honestly that'll be kind of cool if a commander could buy a Patriot to counter enemy UAVs, airstrikes, for a limited amount of ammo ofcourse. To balance it. Also the enemy should be able to destroy it t if they discover where the commander hid it. Would be a fun side objectives for the scouts who love to find HABs and such
the patriot systems could maybe used as the ability to call in the ground to air strike as to protect the people from the jets or drones (might not make sense but that's my theory)
Rising storm Vietnam have exactly this system, it's super fun being a commander and trying to guess when the enemy commander is going to use his airstrike abilities.
It was kind of painful of being able to run Squad up until v9 at 60fps just fine to having to need to upgrade after that just to play the game.
I hope that they may be even able to lower the recommended requirement. The lower the cost of entry, the better the longevity of the game.
As for the skins, I actually like it. In real life, you see some people painting their guns too and others that don't. As long as they are based in reality, I have no issues with them.
Squad is an amazing game even with its problems and the devs are dedicated to making an even better experience. The devs deserve the basic support that skins enable!
No problem with microtransactions as long as they are only for non-invasive and immersive customisation.
The modding team over at steel division two and a half years ago knew how bad the code was but we pushed the very limits of squad and now mods like GE and supermod use our assets
Commander anti air call in could be interesting.
The sound tech would be great, sound doesn't seem to care about walls and ceiling atm. Even though I fkn love the audio and its great.
I always thought "ue5 is nice but fix your shit first" seems they are doing that or at least working towards that so that's good to hear.
Let's hope for a better squad down the line
back in vA9, i could play 1080p at 35fps on a 640 & fx6100.
vA10, i started getting hitching pretty much constantly on certain maps
vA11, I was getting hard freezing that required a full restart.
I knew the performance just suffered more beyond that so I never even bothered trying to play after I upgraded to an R5 3600 & 1660 in 2021
It also would benefit from multi core support as single core doesn't cut it 💪🏻
They must've been following the Road to Vostok -project and it's way of being open about the processes.