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Weekly Report #19 - Engine Upgrade and Optimization


Available in following languages:PL | RU | DE | FR

Hello, Soldiers!

We wanted to bring to you a bit more technical overview of what does it mean to change Unreal Engine version to a newer one and how the optimization is done and what it consists of. This one is going to be a bit more technical, but we’ll try to keep it understandable.

First of all, a bit of news from last week! We celebrated the 4th of July with our American friends the best way possible - by helping Military and Veteran Gamers with their 24-hour holiday stream. We’ve added their patch and weapon emblem to the game to support their cause. You can see them and the new 4th of July skins in the game right now. We as a company are working with various charities and we have in the past supported veterans and their families.

Engine Update

Currently, the game is using Unreal Engine 4.19 and has been for over a year. We’ve updated the engine multiple times in the past, but as the full release comes closer and we have a live game to support, big changes like this are more and more dangerous. Game engines are insanely complicated and take years and years of work not only to make, but also to understand, so it’s not a small task to switch engine version - it’s not a one-button click and done - a lot of base systems change from version to version, which means a lot of work and sometimes redoing some parts of the game to better utilize new technology or even to get it to work properly.

To add to that, we’ve made some changes to the engine to suit our needs and those also have to be taken into account when making the switch. Our team has to be careful and test a lot between steps to know which part is problematic and fix it immediately.

This all is intentionally a bit vague to not get bogged down in details, but for completeness sake, we’ll take a look at one of the biggest changes coming in 4.21 for us, which means the Replication Graph.

Replication is a term used to describe how game and server talk to each other - how player position, rotation, state and all variables are moved between game and the server and other games in a match. In 4.20, Epic Games added the Replication Graph which can decide which information from which parts of the level are most important to you and how to get to them the fastest. Remember: the server has to calculate positions and rotations of dozens of players, their movement, health, ammo, hits, it has to simulate vehicles and bullets, calculate wall penetration and ricochets. We do some clever tricks to lower the amount of data that is transferred between players, but the Replication Graph helps with this a lot, freeing up the CPU time on both the server and the client.

Now, it all sounds pretty great, but the challenge is that everything in the game is relying on this data being reliably transferred between players and most bugs in multiplayer games are related to this data being lost or corrupted.

If you would just update the engine and do nothing more, the Replication Graph wouldn’t even do anything. We have to change how our netcode works to use this new, awesome feature to its fullest potential. This means changing a lot under the hood and a lot of testing, to make sure it works faster and more reliably than before. Additionally, other teams also have to take this into account - animation states, weapon data, vehicles - everything is being moved between players and has to synchronize well.

So, to summarize: while the basic engine update itself is not very hard and can be done in a day or two by one person, it’s the work that comes after that’s the challenge - making sure everything works and doesn’t crash, with hundreds of thousands of lines of code written over the years by us and Epic Games.

Optimization

The other big part of the 0.7 preparations is taking another deep look into the performance of the game. In 0.6 we’ve made major strides, speeding the game up by a lot and making it perform vastly better than before, but we’re still not satisfied completely with the result.



Optimization is not only done by technical staff, though - it’s a team effort, starting on designing features and mechanics that are not requiring a lot of processing power, through level design that takes into account sight lines and level streaming, going through the assets that have to be prepared in a certain way to perform the best they can, down to the technical side of optimizing code and calculations, as well as rendering, creating clever tricks to only render what is absolutely necessary.

Currently we’re working very hard on three major areas: level (asset) optimization, RAM usage and stuttering related to server performance. All of those areas are working together in a big way, because optimizing levels will increase the average FPS, but eliminating stutters and freezes will make those FPS feel a lot better. Having more free memory to load textures and objects will also reduce the number of loading stutters and will speed up the loading.

The good news is that we know what needs to be done to make sure the game performs as good as we can. We’re constantly testing things internally and sometimes even externally with the community (like we did last week on the PTE), looking for ways to increase the game’s performance and from this research come plans on how to make it awesome.



We estimate that since the release of the Early Access version in October last year, we’ve increased the average FPS 200-300% for most players and reduced stuttering by more than 75%. There’s still a lot of things we can make better and this work is progressing nicely - it just takes time, but rest assured, optimization is something we’re really focusing on.

Please let us know if a bit more technical Reports are something you’re interested in, join our forums and subscribe to the newsletter if you aren’t already!

Update 0.6.7 Patch Notes


Hey there, this time it's just a tiny patch to celebrate 4th of July with our community!

Update 0.6.7 Patch Notes


[CONTENT]
  • Added Military & Veteran Gamers patch,
  • Added Military & Veteran Gamers weapon emblem,
  • Added 4th of July M4 MWS skin,
  • Added 4th of July MCS skin.

Weekly Report #18 - 0.7 Update Information


Available in following languages: PL | RU | DE | FR

Hello, Soldiers!

We hope you’ve had as fun of a week as we did. Last week saw us going back to work on 0.7 after the Free Weekend battles.This week’s Report is focused on the 0.7 update we’re getting ready for PTE testing right now. We wanted to let you know what to expect and how to help us with the testing so the next update is even better than 0.6.

Before we get to the meat of this week’s Report, there are two news items we’d like to share with you. First, World War 3 is still 40% off for the rest of the Steam Summer Sale, so make sure to grab it before it ends on the 9th of July. We’ve just reached Mostly Positive reviews, so it seems that the Free Weekend and our hard work paid off.

Second, we’re looking for content creators to take part in a contest. The rules are simple: create an awesome video: gameplay, fragmovie, tips & tricks or funny montage about World War 3. The most creative videos will win World War 3 Special Edition* sets or Steam keys! You can submit only one video per creator. Send you submission to [email protected] before Friday, July 19th.

* Special Edition is a unique collection of World War 3 gadgets: T-shirt, dog-tag, WW3 Steam key, poster, WW3 badge, "Sprzymierzeni z GROM" sew-on badge and a metal pin with our logo packed into a solid Helikon Tex backpack.

As we wrote in last week’s Report, we’ve had a lot of feedback and data collected, and this week we’ve taken some of it to make big strides in making the game better. Starting on Monday, we had a small, but important update hit the Public Test Environment servers. Thanks to community tests, we can now report that those fixes worked and we’ve been able to remove most stuttering issues we had come up during the increased server stress. Performance is going to improve with 0.7 noticeably, especially in regard to sudden frame drops.

The main part of this update is the new engine version we’ll be using for the foreseeable future. Right now we’re on 4.19, which was released over a year ago, on March 14th, 2018. This means that on one hand it’s been tested well, but on the other hand, we’re missing some cool new features Epic Games added to Unreal Engine. The biggest of those features is Replication Graph, which will alleviate some of the CPU stress on the servers increasing their stability and lowering overall latency - it should be a noticeable improvement over 4.19. There’s also some animation optimizations and backend improvements. You can read up on all of that on Unreal Engine website.


Work on 4.21 integration is progressing well, we’re on schedule and it seems that the work is nearing completion. The most important thing for us is, however, to keep the game stable and find as many crashes and other issues before we release the patch to Live servers. This is most likely not the last time we’re updating the engine either.

Changing the engine version is not everything we’ve got planned for 0.7, though. We’ll be introducing first iteration if the brand new challenge system. At first it will be limited in its function, but it will be expanded and improved over time. For now, expect daily challenges and rewards for doing them.

There’s a lot more to come with 0.7, from the new squad manager, that will let us make the party system more robust in the future and fix some spawning issues, new vehicle HUDs and other HUD improvements down to attachment rebalance and more information for new players on how to play well.

On top of those changes, you can expect new content as usual, some balancing changes, loads of bug fixes and other improvements in sound, interface and so on.

So when is it coming out? We can’t tell you yet, unfortunately. It will first hit PTE servers and will stay there until it’s ready for Live. We think the PTE update will come fairly soon, but as usual - no dates on that, just keep an eye on our social media and forums for the freshest information. This strategy has worked exceptionally well for 0.6 and we intend on sticking with this way of updating the game - this way our players get higher quality updates that minimize problems and let more people have more fun in the game - and that’s how it should be.

Want to be up to date? Sign up for our newsletter, follow us on Facebook, Twitter and VK, talk to us on the official forums and Discord server!

Weekly Report #17 - Free Weekend Summary


Available in following languages: PL | RU | DE | FR

Greetings, Soldiers!

This week’s Report is a bit later than normal, but there’s a good reason for it - we wanted to sum up the Free Weekend and to do that - it had to end. We’ve got some cool stats for you as well as our summary of what happened and what we learned.

The most important thing for us was to keep the systems stable and make sure the Master Servers are not slowing down and crashing. This was a resounding success, as there was just a minor incident that rendered one of the login servers inoperable for less than 1 minute at 2:54 am local time on Friday. The automated recovery worked as it should and the system came back without human interference in about 50 seconds.

We’ve had a lot of new players join us in testing the game and making sure we’re doing the right things. We’ve had a lot of new feedback from new players, which is invaluable - while veterans can generally provide better quality bug reports and feedback, new players have a unique perspective on the game that seasoned players can’t have - and that’s very important for us. Thanks to the feedback we got we can now make the new player experience better and make sure more and more players are happy with the game in those critical first few hours of playing.

We’ve also gathered a lot of data, bugreports and we learned a lot about both how the game works with the influx of new players, how our systems work and how to handle the communication on social media, forums and Discord.

Of course, there were some problems, crashes and server instability, but that’s to be expected - we are still far away from release. One very encouraging thing that came out of the negative part of the feedback and comments is this though: in general, our players are happy with the game design and how the game plays - it’s the technical issues that are preventing some people from enjoying the game. And technical issues are a lot easier to fix than core game design.

We’ve learned and tested so much during this Free Weekend, that it’s a no-brainer to do more of them. We don’t know when yet, but for now, let’s take a look at some stats (for a more visual version, check out the image at the end of this Report):

Top daily unique players: 22 411
Avg. daily unique players: 18 350
Peak online: 2 513
Game launches: 170 906
Automated cheater bans: 4
Steam store visits: 4 631 020
Peak Twitch viewers: 1 393

Overall we see this Free Weekend as a big success. We’ve learned a lot, tested a lot, got heaps of feedback and introduced the game to a lot of new players. Even our Steam review score went up for the last 30 days, which means that it’s not only us that think the game is getting better and better.

Now it’s time to get back to work on 0.7 and the Engine Update. This update should improve server stability and performance, reduce stuttering and make the game more stable. We’ve got a lot of cool stuff slated for 0.7, so make sure to check future Weekly Reports for more information.


Thank you for playing with us over the weekend and see you in the next Report!

Want to be up to date? Sign up for our newsletter, follow us on Facebook, Twitter and VK, talk to us on the official forums and Discord server!

World War 3 Joins Steam Summersale!


The discount season is not over - we're joining the Steam Summer Sale! Starting now, until 9th of July you can grab a copy of the game with a 40% discount! If you had a chance to play this past weekend and you've been on the fence about getting World War 3, now is a great time to do so!


https://store.steampowered.com/app/674020/World_War_3/


If you have issues loading the store, check back in a bit! Steam is having some server difficulties.


Enjoy the Steam Summersale and World War 3!


- Captain Price