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Wild Assault Dev Log: Dive into Performance Optimizations - A Case Study

Hello, Wild Ones! We're excited to talk to you again in this episode!

First of all, we’re thrilled to see that so many players love our early concept designs for Akai Hime. The team is already discussing the possibility of making them cosmetics for Akai Hime in the future. We’ll definitely keep you updated on our progress!


Emote by Glitter

In this episode, we’d like to share a case study on how we continue to optimize Wild Assault’s graphics performance.

Handy Tools in the Gearbox


Combat Cat Studio is a small group of developers. To improve overall development efficiency for such a huge and complex project, we decided to utilize some of the most innovative tools available in the latest version of Unreal Engine 5, including Nanite, Lumen, and VSM, to achieve stunning visual effects like Dynamic Global Illumination.

[h3]Technical Terms[/h3]

💡 Nanite: A powerful system for rendering ultra-detailed geometry, enabling rich, immersive experiences without sacrificing performance.
💡 Lumen: A real-time global illumination and reflections system, delivering natural and dynamic lighting for immersive environments.
💡 VSM: A high-performance shadow-mapping system that delivers soft, stable, and detailed shadows for realistic visuals.

📖 Explore More from the Epic Games Dev Community:

1️⃣ Nanite Virtualized Geometry
2️⃣ Lumen Global Illumination and Reflections
3️⃣ Virtual Shadow Maps in Unreal Engine
4️⃣ Dynamic Global Illumination Methods

However, the new technologies offered in Unreal Engine 5 are relatively hardware intensive and could introduce performance issues in the game. We've been conducting all kinds of experiments to address these performance issues ever since the alpha test. Specifically, one of the most important questions we're trying to answer is: "How can we further optimize the loading and rendering process in a large, open world created using UE5?"

After months of exploration, we are finally making progress. We've tested the latest build of Wild Assault with the HIGH graphics preset on an RTX 3070 Ti GPU, and the average FPS has increased by 7.2% compared to a prior build without the new methods implemented.

"Let'em Cook!"


[h2]"NOT a Piece of Cake"[/h2]

Unreal Engine 5 offers a variety of efficiency driven tools that make it easier for developers to achieve their goals. Initially, we considered using the World Partition feature to automatically divide the open world into several grids, loading them only when needed. Additionally, we planned to utilize the HLOD (Hierarchical Level of Detail) system to render models at varying levels of detail.

By combining these two features, we could load only the necessary grids of the open world, render objects near the camera at a high level of detail, and display objects farther away with lower levels of detail. This approach can significantly reduce hardware demand (including GPU workload and VRAM usage) while ensuring a high and stable frame rate.

Problem solved, right? Or is it?

[h3]Demonstration[/h3]

Wild Assault Operation Mojave World Partition Demonstration

Wild Assault Operation Mojave HLOD Demonstration
The tower is rendered in high detail when the camera is near but in low detail when the camera is far.
[h3]Technical Terms[/h3]

💡 World Partition: A system that splits large game worlds into smaller grids and loads only what's needed, improving performance.
💡 HLOD: A feature that shows nearby objects in high detail and distant ones in lower detail to optimize rendering.

📖 Explore More from the Epic Games Dev Community:

1️⃣ World Partition in Unreal Engine
2️⃣ Hierarchical Level of Detail in Unreal Engine

Test runs reveal that the problem is more complicated than it initially seemed. World Partition's dynamic grid loading often causes significant frame rate stutter, an issue that’s unacceptable for a competitive, fast paced PVP shooter like Wild Assault.

What if we make the grids bigger? That could prevent the HLOD system from working effectively. It seems we’ll need to further develop a customized approach to implementing HLOD. 🤔

[h2]"We're Goin' Custom Shop!"[/h2]

By default, Unreal Engine manages the HLOD system automatically. To better control how the engine renders different levels of detail, we modified its source code to make the system more customizable. We also added various configuration parameters to fine-tune the process.

(Fellow indie devs, feel free to DM us if you want to learn the trick!)

[h3]Solving HLOD Visual Defects[/h3]

Some objects displayed noticeable visual defects after merging, indicating the need for rules to better manage how HLOD is applied to specific objects. We have further developed a set of rules for all relevant objects and applied HLOD accordingly. In addition, we have also modified the implementation of the HLOD layer to achieve a balance between visual quality and frame rate performance.

[h3]Demonstration[/h3]



Wild Assault Custom HLOD Demonstration
Original model, model with visual defects caused by auto HLOD, and model processed with custom HLOD.

[h3]Solving Performance Drops in Multiplayer Mode[/h3]

Wait that's not the end of it!

While our custom HLOD solution has significantly improved frame rate performance in singleplayer mode, it didn’t work as expected in multiplayer mode, even after we removed all dynamic components.
After a careful investigation, we discovered that the loading order of different levels of detail (LODs), along with a related VFX frequently applied to textures like terrain, roads, and vegetation, was negatively impacting frame rate performance.

We then developed specific solutions to address the issues we identified.

As a result of our custom HLOD R&D, we boosted FPS in our test build by approximately 7.2%. We hope this example provides a simple and transparent look at our performance optimization workflow. As our producer mentioned in the previous Q&A sessions, performance optimization is always an ongoing task for us. We’ll continue exploring new methods to improve Wild Assault's frame rate and deliver the best possible gaming experience.


Emote by Glitter

We hope you enjoyed this week’s geeky dev log, and we truly appreciate your support! We’ll keep striving to find better ways to discuss tech topics with both players and fellow indie devs. Let us know your thoughts!



Don't forget to add Wild Assault to your wishlist! 🫶

https://store.steampowered.com/app/2827230/Wild_Assault/



Combat Cat Studio

Follow us on social media:

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Facebook https://www.facebook.com/WildAssault

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TikTok https://www.tiktok.com/@wildassault

Discord https://discord.gg/WildAssault

Wild Assault Dev Log: Exploring Akai Hime's Early Concepts

Hello, Dear Wild Ones!
Hope you're having a fantastic 2025 so far!
First of all, thank you very much for sharing so many amazing ideas for new game modes in our previous dev logs. We've collected all of them and will definitely discuss them further!

[previewyoutube][/previewyoutube]
In this episode, our valiant designers would like to present to you the design approach behind Akai Hime.

Early designs of Akai Hime


[h2]Akai Hime v1[/h2]


In this early concept design, we focused on the "Ninja" theme.

Based on the characteristics of the assassin class, this version of Akai Hime wears an outfit that merges Japanese-style armor with combat suit elements. Our initial goal was to create a cold, swift, and foxy ninja girl.

[h2]Akai Hime v2[/h2]


The second early concept design for Akai Hime is rather "colorful," with more of her fursonality and cultural identity taken into account.

With Akai Hime red and purple as the main colors, this outfit combines elements of a kimono and a school uniform, featuring intriguing accessories such as fishnet stockings and rivets. The outfit gives Akai Hime a sense of danger, wrapped in a layer of exotic allure.

[h2]Akai Hime v3[/h2]


Ah, this is the design we're all familiar with. The core idea of this concept design is to present Akai Hime's delicate and youthful charm. With the outdoor athlete-style outfit featuring a casual and energetic jacket, we want to enchant Akai Hime with adorableness, vitality and a bit of idol charisma.

Final Concept



We finally selected version 3 as Akai Hime's final concept design. Instead of using the red from Akai Hime's v1 and v2 designs, we opted for pink to further emphasize Akai Hime's adorableness and vitality. With the newly designed cute bow hair clip and heart & paw shaped accessories, we managed to make Akai Hime appear even younger and more lively.

Originally posted by lore
Lore wise, Akai Hime's unfortunate childhood caused her to become skilled in manipulating others' minds and hearts since she was very young. Her seemingly harmless beauty is a powerful tool for easily gaining others' trust. Beneath her youthful appearance lies a cunning nature, allowing her to leverage her intelligence and techniques to deliver a fatal strike when her rivals let their guard down.


What other valiant design stories would you like to know about? Are there any other aspects you would like to see in our dev logs? Let us know in the comments! We'll see you again next time!

As always, don't forget to add Wild Assault to your wishlist! 🫶

https://store.steampowered.com/app/2827230/Wild_Assault/



Combat Cat Studio

Follow us on social media:

Twitter/X https://twitter.com/WildAssaultGame

Bluesky https://bsky.app/profile/wildassault.com

Facebook https://www.facebook.com/WildAssault

YouTube https://www.youtube.com/@WildAssault

TikTok https://www.tiktok.com/@wildassault

Discord https://discord.gg/WildAssault

Brainstorm on New Game Modes!

Hello Wild Ones! Wishing you a happy New Year!
Have you checked out the "Lead Designer Reads Comments" video we posted earlier?

[previewyoutube][/previewyoutube]

This video has generated a lot of discussion on new game modes in our community, and that's why we'd like to know more about the game modes you would like to see in Wild Assault!

Our initial goal was to create an immersive anthro hero warfare experience set in a parallel universe. That's why our main focus was on "multiplayer large-scale battleground confrontation." Based on that, we created the WA Conquest and WA Raid modes in Wild Assault.

Based on our community's suggestions, we now understand that players would also like to enjoy some "entertaining game modes" in addition to the intense main game modes. The "entertaining modes" offer a less restricted and more open approach compared to traditional game modes, which mainly focus on team competition. As Wild Assault is a unique tactical shooter, we might be able to create even more fun game modes based on its characteristics. Currently we're conducting all kinds of experiments in the hope of meeting your expectations.

We understand that many players have already posted their suggestions for new game modes on our Discord. Rest assured that we've collected them all for further discussion. Now, let's brainstorm together again on possible new game modes in Wild Assault! Please let us know which game modes you'd like to play in Wild Assault in the comments. Feel free to be creative and share your insights with us!

Thank you!


Combat Cat Studio

Follow us on social media:

Twitter/X https://twitter.com/WildAssaultGame

Bluesky https://bsky.app/profile/wildassault.com

Facebook https://www.facebook.com/WildAssault

YouTube https://www.youtube.com/@WildAssault

TikTok https://www.tiktok.com/@wildassault

Discord https://discord.gg/WildAssault

Wild Assault Dev Log: Shreds of Lore

Hello Wild Ones! It's me Vincent again!

First of all, Combat Cat Studio would like to wish you a Merry Christmas! We hope you truly enjoy this holiday time with your family, friends, and loved ones.
The holidays are a great time for stories! In this episode, let me be the storyteller and reveal what had happened in the Wild Assault universe for you.

One


Art by 15218

Times Square is always crowded.

The clock tower's hands slowly turn back to a time when the economy was still promising. A street performer plays his guitar while the corner record store blasts "Thriller."

That figure finally appeared — when I first met Norman, I was a profiler at the Serene Confidential Intl. Org. and hadn't yet turned 30. Norman, on the other hand, was a young soldier in the army — and one of my subjects.

Back then, the young yet experienced private was full of ambition, with no failed assessments in his record. His left eye still saw the world just as you and I do.

Pvt. Norman, a.k.a. Subject Norman, had a close relationship with reconnaissance personnel named Jack. Regarding Jack, I remember writing the following in my report at the time: Lonesome and sensitive. Intentionally avoids social contact. It was quite troublesome to approach him, even if I was observing from a mile away. It felt as if he could sense all living souls that are aware of his presence... There's still a .338 bullet lodged in my left shoulder that doctors haven't been able to remove.

It took my colleagues and me great pains to finally extract a few photos of them from the developing solution. These were among the few materials we gathered on these subjects for the organization. Now, ten years later, those files have already been classified and sealed as top secrets by Serene.

Two



"Nah, I'd win" by BlackBliz

At the WealthGuard BioTech Research Institute, I met Lianhua (Lotus), Hongying's mother, a nice and calm lady. While we talked in her lab, the one standing next to Lianhua was Marquez, a new graduate obsessed with studies about "biological life forms" and "immortality."

Marquez was having a rough time with her research back then. She often locked herself up in the lab, day and night, putting her health aside. As Marquez's mentor, Lianhua suggested that she dial it down a little and truly experience life besides studying it.

The deep green liquid in the swaying test tube Marquez held glimmered faintly. Perhaps it was destined that Marquez would walk a path totally separate from her mentor's.

Three



Art By @Teteteko

Hongying.

I learned that name many years later, on the day she pointed a gun at my head. I guessed she had always been a good child.

That year, when I was about to be executed for rebellion. On the other side of the barbed wire, she reached out her hand and gave me a candy.

Was it candy? By then, I had already lost my sense of taste because of the drugs they forced me to swallow during the tortures.

What was it I held in my hand? My intuition was the only thing I could rely on to make a guess.

Four


Art by @NemeaNReiN

The war concluded, and I was pardoned for the rebellion, with my shackles removed.

Our ship once again docked at the very same place. Gunshots echoed through the neighborhood, and all I could see were herds fleeing the chaos. Amidst the conflict stood a huge chunk of beef — the infamous Ryan, who could navigate both the bureaus and the skid rows unscathed.

Five


Art by @NemeaNReiN

The European journey was quite hurried, leaving me only enough time to sketch a brief outline.

We crossed countless mountains later on to reach a quiet town beside the snowy plains. I saw fear in the eyes of the residents — the cruel and greedy mayor had governed them for ages, stripping away the last bit of vitality from this poor town.

On a night without a shred of starlight or moonlight, the mayor fell from the town tower and paid his debt. There appeared Vladimir, the herd's most friendly neighbor.

The wind scattered sparks into the dark night sky, spreading like stars.

Six


Art by Louis Wood

The road turns south, and things go south — the inevitable.

Rain night, neon lights, chatter and laughter, beers and wine. One of our assets stepped into Akai Hime's carefully crafted trap. What are the odds? It seemed Akai Hime did not intend to wrap it up there.

Later on, the asset informed me that Akai Hime finally agreed to "their" terms, leaving the realm she built bare-handed and entering another territory.

Seven


We crossed the long coast and reached the other side at last. Passing by me, alongside the sea breeze, was Uly.

Uly, who was unemployed for the fourth time, asked me: "Why do you look a bit familiar, mister? Where are you headed? Could I be company?"

Eight


Finally returning to Serene HQ after years of traveling, I logged all my reports for safekeeping. Hopefully, in the future, you, who might be destined to cross paths with my subjects, will have a glimpse of these materials.

By the time that happens, there may be another war on the horizon.

...Sorry, could you help push my wheelchair?

——
Side Note: We have been consistently creating and improving the Wild Assault universe, and while there may be contradictions and loopholes in the early designs, we have addressed numerous issues regarding the lore. Please refer to our upcoming latest build as the standard.
Additionally, although the Wild Assault universe contains references or inspirations from reality, it is constructed as an entirely distinct parallel universe. We hope you can be flexible with the details and let us know how we can make it better!


Combat Cat Studio

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X/Twitter: https://x.com/WildAssaultGame

Facebook: https://www.facebook.com/WildAssault/

YouTube: https://www.youtube.com/@WildAssault

Discord: https://discord.gg/wildassault

Wild Assault Dev Log: Lead Designer Reads Comments (ENG SUB)!

[previewyoutube][/previewyoutube]

Early Access in April 2025? 🤩
PvE mode? Player vs. Bot mode? 🤖
Controller support? Weather system? 🎮
Maid & Pool Party series cosmetics? 🏖️
In this episode of the Wild Assault dev log, the lead designer reacts to some of the hottest topics!



Combat Cat Studio

Follow us on social media:

X/Twitter: https://x.com/WildAssaultGame

Facebook: https://www.facebook.com/WildAssault/

YouTube: https://www.youtube.com/@WildAssault

Discord: https://discord.gg/wildassault