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Devblog #60 - Upcoming Piana Map

Hello everyone!

We’re excited to share the Piana map release date with you all! Next week, September 7, you’ll be able to play on this new map!



As stated in our roadmap, this update will also come with Mac Support!

Want to know a little bit more about the historical events of the map? Be sure to read our devblog about it!
https://steamcommunity.com/games/1556790/announcements/detail/3667672110007215603?snr=2_9_100000_

[h2] Piana Map [/h2]

Back to the two original factions, this map features the Italians and the Austro-Hungarians. With the Italians on the attacking side, they first need to make their way through No Mans Land, where you can find a crashed aircraft.



The first section, Monte Piana, only has one objective; capture the area around the Piramide Carducci, the stone pyramid. The objective lies deeper into the section towards the left side (from the Italian POV), making it accessible from different sides. There are many paths, trenches and cabins connected that can offer you some guidance and help to help you get there, may you be defending or attacking. Don’t forget that you’re on a mountain, so there are different types of altitude combined with stairs and buildings that might provide the flank or cover you are looking for.



Once the Italians are successful in capturing their objective, the match moves to the second section. Again, a No Mans Land area must be crossed, which sees a significant drop in height before making it towards the new objectives. This area is called Forcella dei Castrati.



This new section, Monte Piano, has two objectives; another point cap and destruction. The point-cap objective is towards the side of the mountain, where several cabins are built alongside the ridges and connected through wooden stairs and planks. It’s easy to get lost here, friends and foes can come from multiple sides. Before you can claim the side as your own, you have to be sure that no one from the opposite team is there, which might be a tricky part. Who knows who might be hiding around the corner in a cabin. And the walls won’t protect you from potential gas attacks that might be sent your way…



On the other side, there will be a canon that needs to be destroyed (or defended). A trench will be leading your way towards this objective, alongside other pathways that provide less cover. Be sure to hold your ground, as this could be your final objective of the map and give you the victory! Will you celebrate victory with a bang or will you go out with a blast?



We hope you all look forward to this new map! The team also continues to work on the upcoming bigger expansions, so prepare your snow boots for the upcoming updates!

[h3] See you next week at Monte Piana soldiers! [/h3]



Devblog #59 - The Battle of Monte Piana

Hello soldiers!

It’s time for another devblog! The release of our Monte Piana map is getting closer. We can’t share the release date with you all just yet, but don't worry, your wait will be over soon enough.



Before we get into the historical background of the map, we would like you to ask you all once again to fill out our player survey. This is to make sure that we’re putting our development focus in the right areas, and to keep our fingers on the pulse of the WW1 Game Series community.

Many of you have already done so, thank you very much! This is a reminder for the people who might’ve missed it (or forgot it). You can click here to be redirected to the survey.

We’ve heard some of you struggling to fill in the survey due to the Google login requirements. This is a safety precaution. We’ll look into other alternatives for future surveys.

Now, let’s take a look at the Battle of Monte Piana.

[h2] Preparations [/h2]

Before the actual commence of the battle, both sides (the Austro-Hungarians & Italians) made adjustments of their positions. On 8 June 1915, the Austrio-Hungarians began to dig deep trenches, which were accompanied with barbed wire a day later. On the Italian side however, two infantry battalions (Marches brigade) relieved the Alpini and resisted the daily Austrian attacks (Schaumann). A few days prior, the 55th Marche had been alerted to move to Monte Piana.

The two lines faced each other at a short distance, and the Austro-Hungarians adopted a singular strategy to impede the Italian patrolling actions: every evening around 11pm they sent 50 to 60 men to take up positions behind the barracks less than 100 metres from the Italian line who fired shots rifle in order to keep the Italian troops still.

On 9 June, the Italian artillery targeted the northern plateau with the new 149 pieces causing numerous losses: after a few hours the damage was so serious that a partial Austrian retreat from the advanced trenches was necessary. In the night between 9 and 10 June the Austro-Hungarian shock troops were replaced by a company of Landesschützen.

An image of Monte Piana before the war

Towards the end of the month, the Italians expected the medium- and large calibre batteries (infantry) to be available. General Ragni Ottavio issued the order for an operation, which focused on the barriers of Landro and Sesto. Several areas were targeted such as; the North of Cortina, Passo Tre Croci, Val Padola and more.

On July 9th 1915, the Austro-Hungarians almost completely expelled the Italians from the mountain, but didn’t put in the final blow in their attack, resulting in the stay of their enemy. This allowed them to plan a counter attack.

[h2] The counter attack [/h2]

In the early morning of July 15th, the Italians started their counter attack. Their goal was to recapture Monte Piana.



They started firing with artillery fire; about 40 pieces of various calibres including the 280 and 305 of Federavecchia, their targets were the trenches on Monte Piana and the Pyramid Carducci. Around 9am, a rocket launched from Villa Loero gave the signal for the infantry to fire.

“And here we are lying under the last scree*. We look in amazement at the valley of death. An old captain comes out of a boulder. He has a sheet in his hand, he shakes it convulsively. Someone murmurs: 'He's drunk, poor captain'. A bullet hits him and he falls into a flood of dust. He shouts: 'I'm hurt!' He gets up. He staggers. He turns his back to the enemy who riddles him. And the grapeshot continues without interruption. Two generous men from the Red Cross approach on all fours to take him away. One is injured. They flatten themselves behind the boulders. It seems to see the projection of a flickering film. " - Infantryman Brusatin

*A Scree is a collection of broken rock fragments at the base of a cliff.




At the end, the battle turned into two years without any progress on both sides. In the months October & November 1917, the Italians were forced to abandon their post in order to move towards Monte Grappa, where they needed to withstand the Austro-Hungarian’s Caporetto Offensive.

[h2] That’s it for now! [/h2]
We’ll post a more in-depth devblog of the actual map as well, so be sure to keep an eye out for that!



[h3]Until next time soldiers o7[/h3]





Patch v45949: Falling through ground fix

We have a small patch today with hopefully big changes! We have a fix for the falling-through-ground issues that eliminated the issue entirely in our internal and community tests. The root cause is still elusive (and thus we can't promise a 100% fix) but we managed to prevent the consequence of falling infinitely.

Again, please let us know if you still experience the issue after this patch.

Other than this, the patch provides major improvements to our FSR implementation, which should improve the picture quality in the cases mentioned below!

General
  • Potential but very hopeful fix for falling through ground
FSR 2.2:
  • Scope sight quality improvementgs
  • (PS4 + XB1S) Scope render target size increase to 512x512
  • Improved foliage rendering
  • (PS4 + XB1S) Improved skybox quality

Isonzo Trading Cards & Point Shop Items!

Hello soldiers!

As you might’ve read in our latest devblog, we now have Isonzo Steam Trading Cards & Point Shop Items!



We saw in our Discord that there was some general confusion of what the cards do, how you can get certain items etc. so here’s a little overview!

How do I get these cards?

If you purchase and play a game, you’re automatically awarded a number of cards. For Isonzo, the max number of cards you can obtain by playing is 5. In total there are 10 cards. Once you have all 10 of them, you can craft a badge (see the image above).

You can find the cards you have in your Inventory, which you can find on your Steam profile. To view your badge progress, you can simply click on an Isonzo card you own and click the button ‘view badge progress’



If you own all 10 cards, you’ll be able to craft your Isonzo badge. If you do not, you’ll be able to purchase the remaining cards from the Steam Market by clicking on ‘buy remaining cards on the Market’.



If your Steam friends own a card that you’re missing, you’ll also be able to ask them to trade on this screen. Just scroll further down.



What happens when I craft a badge?

Crafting a badge will reward you with some xp for your overall Steam profile/account. Additionally, you can enable the badge to be visible on your profile & you're able to gain some of the other items, like the backgrounds.



What do the different kinds of badges mean?

Each time you craft a badge, the badge will become visually more impressive and reward you with more xp. Crafting a badge each time means that you’ll need the 10 different Isonzo Trading Cards each time as well.



The special foil badge can only be crafted with special foil cards. Like the other cards, these are randomly distributed.

If other players put them on sale on the Market place, you’ll be able to purchase them, similar to the normal cards. You can find the Steam Market simply under the Community Tab (a menu will appear when you hover over it), or by clicking here. Simply type 'Isonzo' in the searchbar to see what items are available for purchase.



Please note that we're not responsible for the prices. These are put up by the sellers themselves.

What are the Point Shop Items?

The Point Shop is a special shop, specifically for Steam Profile & chat items (stickers, emotes). You’re rewarded Steam Points by simply purchasing games on Steam, so we’re sure you got some ;)
Here you’re able to exchange your Steam Points for profile backgrounds and emoticons. Find the Isonzo Items here.

Will you add animated backgrounds, profile pictures etc.?

This is definitely something we want to look into in the future!

[h3] Hope this helps![/h3] ːpizzonzoː

Devblog #58 - Meet the Dev 04

Hello soldiers!

The devblog is arriving early this time! And besides meeting another member of the devteam, we have exciting news!



Yes that’s right, Isonzo now has Steam Trading Cards & Point Shop Items! We know many of you have been asking for it, and we’re happy to finally share this with you. Time to Isonzo-fy your Steam profile!



[h2] Survey Reminder [/h2]

In the previous devblog, we’ve asked you all to fill in our player survey. This is to make sure that we’re putting our development focus in the right areas, and to keep our fingers on the pulse of the WW1 Game Series community.

Many of you have already done so, thank you very much! This is a reminder for the people who might’ve missed it (or forgot it). You can click here to be redirected to the survey.

We’ve heard some of you struggling to fill in the survey due to the Google login requirements. This is a safety precaution. We’ll look into other alternatives for future surveys.

Now let’s meet another programmer in our team!

[h2] Meet the Dev [/h2]

Hello! Could you introduce yourself

Hi, my name is Nico, I’m 39 years of age and I live in Utrecht, right in the middle of The Netherlands. I studied Computer Science at the University of Groningen and moved here to Utrecht in 2012 to work at a game company. After moving back and forth between different fields of software development for a few years, in late 2015 I decided to start a freelance career.

I was introduced to the WW1 team on literally the first day of being a freelancer, and worked with them on Verdun for a few months initially. I didn’t become a full-fledged member of the team until the end of 2017 though, when Tannenberg was in development.

What is your role in BlackMill Games and for the games?

“Officially”, I’m no longer a member of the BlackMill team! I left at the end of last year and rejoined on a consultancy basis to work on the FidelityFX Super Resolution 2.2 (FSR2) implementation and to help out in other areas that I have knowledge of.

Before that though, I was primarily responsible for the console ports of the WW1 games. This started with just technical work: integrating various console features, optimization work and producing builds. Over the years, I’ve taken on more responsibilities including QA, release management and managing communications with Sony and Microsoft.

Where did your passion come from?

From playing games as a kid back in the ‘90s, as trite as it may sound. I was an impressionable child and anytime I saw someone make or do something cool, I’d be like “I wanna do that too!”. Computers, games and programming are what stuck around long enough to become a career and I can’t complain about it. If I had pursued a career in music, comic book drawing or operating drawbridges, I probably would have struggled a lot more in life.

Playing other people’s games and seeing how they were made is what made me passionate about creating games myself. Fortunately, I had a knack for programming and I learned a lot from modding existing games while still in middle school. Throughout my studies, I kept up-to-date with what was happening in graphics technology, worked on hobby game projects of my own, and tried to make choices with the idea of someday working in game development in mind. I’m glad that that worked out in the end, even if it took me a while to get there.

What was the first thing you made in Isonzo?

The first thing I did for Isonzo was to make it run on the Xbox One console. This was shortly after the console release of Tannenberg in mid-2020, so the production of Isonzo was already well underway by then. It was not a pretty sight. The game ran at barely 10 fps on the Xbox One X and that was despite the maps still being very basic and missing a lot of the details that made it into the final release. A lot of work has been done to whip the game into shape since then.



What is a memorable moment in the development of Isonzo?

Very recently, the moment FSR 2.2 first started working in Isonzo and I could see the potential of what it would bring to the game. It felt like I was looking at an offline render, rather than something that was being drawn in real-time. Everything looked sharp with clean edges, distant objects were displayed with perfect clarity and details popped like never before. It was at that moment that I knew my gamble to work on this research project had paid off.



Of course, a still shot like this is a bit flattering and there were plenty of problems yet to solve once things started moving around, but this gave me the motivation to promote the feature to the team and to really push for its inclusion in the game. Fortunately, it was not too hard to convince them of its value and I’m very happy with the way they supported me to get FSR2 across the finish line.

Another memorable moment is an older one, when I was first testing builds of Isonzo on PS5. That console is quite a bit different from the Windows and DirectX environments that we’re so used to, so it often has a lot of unique issues that crop up. Initially, all of the shaders were completely broken, causing all sorts of bogus pixel values to be drawn and together with bloom and other post-processing effects, it made the entire map light up like a Christmas tree. I affectionately called this glitch ‘Disco Isonzo.’



In general, I look back fondly at the last few months of development before release and witnessing the game gradually come together thanks to the hard work from everyone on the team. Getting Isonzo to run, look and play decently well on consoles felt like an impossible task at times and I would not have been able to do that on my own without everyone pulling together and making it work.

Can you show off some of your work process and tell us what you’re doing?

A lot of my time is spent looking at code, which is not the most visually exciting thing to be showing off. Lately though, I have been doing a lot of performance analysis and bug fixing using GPU profilers, so I can show some of that.
Below is a GPU timing snapshot of a typical single frame on Xbox One S



When I first ran tests of FSR 2.2 on Xbox One, I was very sceptical whether it was going to be worth it. 6 milliseconds of GPU time to run FSR2 on a budget of 33 ms (to hit 30 fps), with nearly 8 ms spent on post-processing in total. No way would that ever be compensated by rendering the game at a lower resolution internally.

But I was wrong. In fact, the game ran considerably better with FSR2 enabled, even on the least capable consoles. On some maps, for example Fior, the frame rate jumped from the mid-20’s to the low 40’s while walking around in the forest. Not only that, using FSR2 also helped to smooth out the performance spikes in more graphically demanding areas. It was a true game changer!

Just a few weeks before we were going to launch FSR 2.2 on consoles, I received a report that players were able to see ghost images of each other through walls on PS5. It was pretty bad.



This was clearly an issue with motion vector rendering, and it’s something that had plagued us before, but we never figured out what caused it. I was mindful of this problem when I worked on FSR2 and specifically checked for it, but as it turns out, it only happens on PS5 and Xbox Series X|S and nowhere else.

It’s crucial for FSR 2.2 that motion vectors are correct, so this time I had to really dig into this problem and find out why it was happening. A GPU capture confirmed that indeed, all was not well with the motion vectors:



The color buffer on the left is perfectly fine: the other player is obscured by the rock and not drawn, as you would expect. However, the motion vector buffer on the right clearly shows the other player. This causes FSR2’s image reconstruction to think those pixels should be moving, and so it will make a ghost image appear on the rock.

It took me almost a full day and a lot of pouring through GPU data to finally figure out that Unity was for some reason adding an arbitrary offset to meshes when drawing motion vectors for moving objects, which drew them closer to the camera. In this case, close enough that the player model was considered to be in front of the rock and its motion vectors were drawn. Just a small change to the motion vector shader code fixed this and FSR2 was good to go again.

At the moment I am still working on further refining and improving our FSR 2.2 implementation. One often-heard complaint is that scopes have become blurry and smeary, making them hard to use. This is because the scope’s zoomed-in view isn’t a proper part of the main scene, and so FSR2 doesn’t really know what to do with it. The correct solution for this problem isn’t super obvious, so it took us a while to understand what we needed to do here.



What you want in this case is for the scope image to be composited into the scene, that is, for it to just get glued into the final picture without any further modifications. Fortunately for this, FSR2 has the ability to take a composition mask as an input, which tells it which pixels should be left alone. So, the challenge for us was to isolate the scope lens and draw it to a separate composition mask. The above image shows the result of that. We’re also doing the same for water surfaces as those too are animated texture effects and require special treatment by FSR2.

Which other game dev/studio inspires you?

Historically, id Software has been a great source of inspiration for me. They were always at the forefront of PC gaming technology. Their Doom and Quake games allowed me to get a start in modding and game programming. Their generous open sourcing of their engines allowed millions of aspiring game developers, myself included, to learn and understand how games work under the hood. Without them, I don’t think I would be working in game development today.

A bit closer to home, I’ve always had a deep respect for Nixxes and the quality of the conversion work they’re doing. From all the way back in the Dreamcast days up until today, whenever Nixxes ports a game to another platform you know that a lot of care and attention will have been put into it. I look at their work as a reference for the quality I should be striving for.

Favourite game atm?

The last two years I have been captivated by Soulsborne games. I keep coming back to Dark Souls, Bloodborne and Dark Souls III. Last year’s Elden Ring was an amazing experience. Lies of P which comes out later this year is looking very promising too.

Whenever I want to hang out and chat with my friends, PUBG is still my game of choice. Paradoxically, despite being a rather hardcore and deeply unforgiving game, it offers a lot of quiet moments too where you can just chill and have fun together.

While everyone else is being hyped by the shiny new Final Fantasy XVI right now, I’ve been intrigued by the Pixel Remasters of the classic Final Fantasy titles. Currently I’m playing through Final Fantasy V for the first time and I’m thoroughly enjoying it.

Finally, recently me and my friends discovered Placid Plastic Duck Simulator which is extremely silly, as you’re literally doing nothing but watching rubber ducks bob around in a pool. However, it is strangely fascinating and I’ve already spent way more hours on it than is sensible.

Anything else you want to share?

For anyone who may be dreaming of working in game development someday, the best I can say is: be proactive, be curious, and make things! Even if you’re repeating what someone else has already done before you, the best way to learn is by doing and then showing other people what you’re capable of. Never stop being curious.
Thank you everyone for reading and I hope you found it interesting to see some of what went on behind the scenes on the console side of Isonzo and what we’ve been doing lately to further improve the game.

[h2] Film Memoir [/h2]

Don’t forget that the Film Memoir mode is available for free until August 4 for all our games. You can enable this by going to Settings -> Graphics. We hope you enjoy this special feature and create some fun & interesting footage.



Additionally, Verdun & Isonzo are currently both discounted.

https://store.steampowered.com/app/242860/Verdun/

https://store.steampowered.com/app/1556790/Isonzo/

[h3] See you next time soldiers o7 [/h3]