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Die Macher von Wardogs gewähren Fans einen neuen Blick hinter die Kulissen der Entwicklung. Diesmal geht es vor allem um Aspekte wie die Spielwelt und deren Inspiration aus der echten Welt, um die Optimierung für PC und Grafikqualität.

Dabei sind die Devs sehr ehrlich: »Wir wollen den Leuten eines ganz klar sagen, bevor sie Geld ausgeben: Wardogs wird nicht mit 240 FPS laufen, wenn du in 1440p-Auflösung und mit den allerhöchsten Einstellungen spielst. Das geht einfach nicht bei einer Open World, 100 Spielern, dutzenden Fahrzeugen, Levelzerstörung.«

Um ihr Performance-Ziel zu erreichen, haben die Entwickler einen durchschnittlichen »Potato-PC« im Laden gekauft (inklusive GTX 1660 Grafikkarte) und das Tech-Team dazu verpflichtet, darauf 60 FPS mit niedrigsten Einstellungen zu erreichen.
Transkript
00:01We've been showing you bombastic all-out warfare and tactical team play in every video we've made so far.
00:10This time though, we thought we'd change up the pace.
00:17Today we'll be showing you the world of War Dogs, the trade-offs we made to realise it,
00:21and the priorities we chose to reach the performance goals that we set for ourselves.
00:25Not at the end of development, but from the very beginning, to make War Dogs and Unreal Engine 5 FPS
00:31ready.
00:35When we started making War Dogs, there was this pressure from the investors and publishers
00:40to make the game look really unique and something people haven't seen before.
00:45They want you to appeal to the mass market and audiences that don't really exist.
00:49And we kind of knew deep down that War Dogs didn't need that kind of crutch to just appeal to
00:54FPS players.
00:55Like if I'm really honest about it, I think developers often have this kind of like ego about creating something
01:01totally unique.
01:02And very early on, we were able to acknowledge like this is just our ego wanting to do something different
01:06and the publisher wanting to kind of carve out its own unique space.
01:10But really, does anyone even want that?
01:13It's just not that. That's not what the game is.
01:15And as much as I want to just sell the art and tell you how the world's great,
01:18it's like the reality is it's not an art piece, it's a video game.
01:23That doesn't mean we wanted this like generic Russian setting either.
01:27We've seen that loads before, but we did want somewhere that was like Eastern European in tone.
01:32So it felt familiar to players and grounded, but it had its own flavor, architecture, terrain and culture.
01:40At the same time, the world of War Dogs needed to support our core narrative of three rival PMC factions
01:47fighting for cash, influence and control over a strategically important region.
01:53The more we researched and gathered reference images, the more one country just kept standing out.
02:07You can see the plane off that hill.
02:10The geography, the location, how it was tied into the story and everything else.
02:14I think we decided Georgia was a perfect fit for the game.
02:17You can try and get a feel for a place through satellite imagery,
02:21through Google Maps.
02:23But what we found, especially in Georgia, outside of these main cities,
02:27is that there's almost nothing.
02:29And I think at that point, Joe was like, yeah, let's go Georgia.
02:36We really wanted to make like this serious video about all this incredible research
02:40and all this reference material we went and gathered and that really did happen.
02:44But if I'm honest, the amount of shit that went wrong on this trip was just...
02:52ridiculous.
02:53It's like a pack of wild dogs.
02:55It's like a pack of wild dogs.
02:55I'm very angry.
02:58It's called War Dogs.
03:00It was like, no focus.
03:02Who said no focus?
03:03The guy in the massive truck.
03:05It was a really weird trip.
03:07I was definitely one to remember.
03:09I'm not driving and I'm fucking stressed.
03:11But I did get food poisoning and I fucking hated it.
03:14Joe had a bad time with Georgia.
03:17Yeah, I thought Georgia was colder.
03:23When we were in Georgia, we kind of had this mantra of like,
03:27if this was a survival game, like where would you explore?
03:30Where would you go and like look for something you needed?
03:32And that was kind of how we traveled the country.
03:33It has such a wide variety of like architecture and history.
03:39You know, you start on the right side in Tbilisi, in the city.
03:43And it is very much a mix between modern and very historic.
03:47And then the further you go over, you know, we visited into the middle in Chia Tura,
03:50where we had the mining town and we took a lot of inspiration from there.
03:54And that kind of is really what War Dogs is.
03:55Because it's those kind of like rural areas.
03:57Yeah, Chia Tura was probably the closest thing.
03:59It had like that industrial part, which was very old.
04:02It was like an old train station that was kind of abandoned.
04:05And that linked then into like the edge of the town.
04:07And you could kind of see how it broke up into the little bits.
04:11Outside of Tbilisi, there was a town there and it had all of these train carts
04:17that were like rusted out and abandoned, but people were using them as like sheds.
04:22But that kind of inspired some of the areas that we have now.
04:26And especially the flats that are in the game.
04:30Churches as well.
04:31You could see a church every couple of miles.
04:35All these places we visited that you can see in the game,
04:38like the swimming pool and the factories and the houses,
04:40that's what really makes our fictional region of culture so grounded and believable.
04:45But none of that research, none of the art, none of the visuals matter in an FPS
04:49if it feels like you're playing a PowerPoint presentation.
04:57You know it, I know it, everybody knows it.
05:00Using Unreal Engine 5 in 2026 as an FPS developer
05:04specifically puts War Dogs under a magnifying glass
05:07in a genre where the expectations of smooth frame rates and no stutters
05:10are a requirement, not just a bonus.
05:12For context, everyone at Bulkhead is a gamer.
05:16We check our applicants' steam hours during our interview process
05:19and openly reject applicants for not being a culture fit.
05:22We understand as much as you do
05:24how important a solid frame rate is to good game feel.
05:27The only reason we move forward our release date
05:29is because we hit our minimum targets.
05:32Other developers may treat 60 FPS as their gold standard,
05:35whilst for us at Bulkhead, it's the foundation for what's acceptable.
05:41100 players in the same locations, not scattered all over the map.
05:45Dynamic base building, vehicles, infantry players
05:48sending important gameplay data to each other within large, destructible maps.
05:53What we've managed to do is pretty impressive
05:55because of the technical challenges involved with the game of this scale.
05:58I think it's frankly a miracle that we've gotten this far, right?
06:03And it's obviously a lot of hard work.
06:05There's no other game you can kind of compare War Dogs to.
06:08Battlefield is probably the closest, but you can do a lot more in War Dogs.
06:12You can drive like 20-odd vehicles into the point and we go,
06:16okay, just let the player do it.
06:17So from like where we were and where we are now, it's definitely like night and day.
06:22War Dogs is a more demanding multiplayer game than most mainstream shooters.
06:27Here's an empty Unreal Engine project running out of the box.
06:30This is what most games give you with some art chucked over the top.
06:33It's not really about the engine, it's about the systems
06:36and how you utilize the systems within the engine.
06:38Most engines use the exact same rendering path.
06:40It's all to do with like the systems you use, balancing of the systems,
06:44constantly checking and being like really critical of it.
06:4860 FPS is minimum for us.
06:50We've been trying to hit 60 FPS on the low spec.
06:52That has been like a clear goal.
06:55Whereas like most companies be like, oh, it's running 30 FPS. That's fine.
06:59It's not really, not in today's age.
07:02We'd rather be upfront before anyone considers spending their money
07:05and ending up disappointed.
07:06You will not be able to run this game at 240 FPS native at 1440p,
07:11whilst on our highest graphics settings.
07:13That fact alone may be a deal breaker for some of the wider Steam audience,
07:17used to less demanding 5v5 shooters.
07:19From the feedback we've gathered across a range of hardware,
07:21most players are pleasantly surprised.
07:23War Dogs delivers good performance to most users.
07:26There's always a limit to that though.
07:28PC upgrade prices are crazier than ever,
07:30and money's tight.
07:32That's why we're introducing Potato Mode.
07:383 years ago, we walked into a normal game store
07:40and picked up the most average gaming PC we could find.
07:44It's right here.
07:45I5-8.
07:471600.
07:481660.
07:49Then, we forced our Tech Art team to play War Dogs on it
07:52until the game ran at 60 FPS at the lowest settings.
07:55Natively, we're close to hitting those targets,
07:57and with the help of some upscaling, we're surpassing them.
08:00On the flip side of Potato setups though, we have Overkill Mode.
08:06Overkill Mode is War Dogs' push to its visual limits,
08:09and we'll be reserving this graphics preset only to high-end PCs on launch.
08:13Meaning, if you don't have a capable PC, we will not even show you this setting.
08:17The reason is purely to protect players who haven't watched our vlogs,
08:21or stumble across War Dogs on launch,
08:23and wonder why they aren't getting the performance they expected,
08:26whilst using the highest graphics settings available.
08:29So, to combat that, we're only making Overkill available to players on 40 series cards and above.
08:37How are we optimising the game?
08:40How are we optimising the game?
08:43Jesus Christ.
08:45We are making a 100-player game that goes against the current grain of Battle Royales,
08:50which as the server progresses, or as the client, as the game progresses,
08:54players drop off, which means that performance naturally increases.
08:57We're introducing a mechanic that is constantly trying to drive people together,
09:01for a full server duration. There's never any rest.
09:05Optimisation is not something you can just do at the end of development.
09:08It needs to be a fundamental part of your ethos as a studio from day one.
09:12We basically started from the very beginning.
09:15My first thing was server performance.
09:17That's going to be our key bottleneck.
09:18We need to nail that.
09:19100-player game.
09:20Have to get it nailed.
09:21We worked on that first, like, extensively.
09:24The key thing is that people don't do, and it's really simple,
09:28is just measure your game.
09:29Get the metrics, see where it's slow,
09:31look for those bottlenecks, and then just focus on them.
09:34We have three pillars to our optimisation,
09:37and they are client performance, visuals, and networking.
09:41We realised playtesters cared more about consistent, smooth frame rate,
09:46over blisteringly high FPS with stutters.
09:48So consistency is what we prioritise.
09:51But client performance isn't one single clever trick.
09:54It's a stack of decisions made over years about what matters to players on screen,
09:59and optimising around that.
10:01Optimisation is, a lot of the time, a huge smoke and mirrors game.
10:06Basically, you as a player have got this letterbox into the world.
10:08Whatever we can do to make that letterbox the best visuals, the most performant,
10:15like, that's what we're trying to do, and that's what optimisation in a nutshell comes down to.
10:19Lowering movement update rates, lowering animation update rates,
10:22like, reducing fidelity of visuals.
10:24They're all the tricks that we're doing.
10:26They're all ones that you don't just get out the box with Unreal Engine,
10:30and you can't just tick a box and be like, hey, give me 60 FPS.
10:36Performance is a death by a thousand cuts.
10:38If you cut corners on every system you develop, by the time you reach release,
10:43those thousand cuts literally do kill you.
10:45Too often developers look for big things they can fix and optimise it, save the day.
10:50But that's just not how performance works.
10:52That amateur approach has continuously disappointed gamers.
10:56So by focusing on performance from day one,
10:58and being incredibly strict and bullish on our team about performance,
11:03we've been able to deliver only what we would consider good enough.
11:08We kind of always put performance first,
11:10and then we try to get as much visual fidelity out of it as we can.
11:14It's not sexy to have performance as an art pillar, but it's true.
11:19Accessibility is key with these kinds of games.
11:21We have, like, this huge map.
11:23You fly through it.
11:24You're loading stuff in.
11:26Players are dropping stuff.
11:27Players are driving vehicles.
11:29All of that behaviour has a cost.
11:31We mix new and old rendering techniques on purpose.
11:34For example, we use trim sheets a lot,
11:36but then we also use Nanite,
11:38which is like a brand new virtualised geometry, high-end behaviour.
11:42We kind of have to balance that, right?
11:44You can't just go, okay, all Nanite have, like, super dense geometry.
11:48We have to compromise on fidelity sometimes.
11:51We can make it look really good.
11:54You can turn on all the bells and whistles,
11:56and then everyone's capped at 30 FPS.
11:58It's not good enough.
12:00There's always room for more improvements.
12:02So no, I'm not satisfied, because we've still got time,
12:04and we can still get better perf.
12:07There are constraints,
12:08but it doesn't mean I'm just going to give up and be like,
12:10well, it's all it can be.
12:11It's just you have to keep pushing.
12:13Same with perf, same with hard, same with anything.
12:18Straight up, it just doesn't matter how many frames you get
12:21if your shots on target don't connect.
12:23That's an entire video in itself.
12:24We'll release that at a later date.
12:26For now, just know we treat it at the same level as performance
12:28when it comes to game feel and responsiveness.
12:32When everything in War Dogs comes together in a playtest,
12:35the immersion of the environments,
12:36the spectacle of the visuals,
12:38along with the performance and network reliability holding up,
12:40War Dogs is genuinely one of the most fun projects we've worked on,
12:43and everyone comes away from a playtest with their own War Dogs moments.
12:47It's so validating to know it's not just us saying it now either.
12:51Playtesters are having just as much fun as we are,
12:53posting their own War Dogs moments in our pre-alpha testing channels.
12:58Can you carry me a bag to the base?
12:59Yeah, sure. Let's go.
13:04Right, that's it.
13:06Make sure you sign up to playtest and wishlist the game.
13:09If you don't wishlist, you have zero chance of being invited to play.
13:19Cliff that shit, dude! Cliff that shit!
13:23Yeah, bye-bye.
13:25Bye!
13:27Hey, stop crying out there, you bitch!
13:30Wait...
13:30Just...
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