#WWH Tomorrow demo issues
1 messages · Page 1 of 1 (latest)
i played as goop the whole time (when we got the game working)
i had to turn resolution down to 800x600 to get a playable framerate (it was at about 2-4 fps at higher resolutions). my screens native resolution is uh. it’s a 16:9 aspect ratio at least, I think it’s turned down to the 2049xsomething one. Rebooted the game several times trying to work through initial boot challenges with connecting and rendering, couldn’t boot the game anymore at that resolution. used -w 1600 in the launch settings and it launched again, theres definitely something with the resolution. It launched in 800x600 though, idgi. eventually, after a bunch of fiddling, it started to run at playable framerates at 1600x900, so some of the clunk is likely from first time/first couple of boots issues
- everything does a lot of glitching in and out of existence in every instance for me
- in the initial successful run the sun always blinded me if i looked in its direction in the starting room. resolved on later launches
- having to connect to each server as i scroll through them without a list is pain, i think this was handled with an “apply settings” button in previous games? also uswest/useast are not grouped with ussouthcentral which confused me but I’m glad theres at least a server near me now
- the first room that you enter into didnt render in the first run and i just fell into the void and died when entering. my partner saw this as me clipping through the floor of a fully rendered room. on later launches this resolved itself.
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- after some fiddling, we got the game working for both of us! things still struggle to stay/be rendered on my side, but i interact with them appropriately (collisions, namely).
- when i switch from goop to hand in the room with the hanging purple key thru a grate, a LOT of things suddenly dont want to render
- the walkie talkies appear to randomly pop up when neither of us are using them. both of us raise it up with no prompting and no appearance of prompting
- partner (hook) is continually having crazy lag spikes, seems related to proximity to the purple key sometimes?
- also. both of us saw no symbols on the brightness calibration squares in the opening setting config—it mentions having the darkest symbol barely visible. is it supposed to be Not just five gray squares?
these screencaps are from two different launches, the vague pinkish void was the first room you enter into through a door. the fax had a unique rendering glitch where the object didnt visually exist but the text transferred downward
the opening gondola/monorail sequence being unskippable was frustrating because of the combination of all the other issues— from my end, the rendering never stopped being temperamental, sometimes we were floating through a pinkish void, sometimes I could see some of the under structures of the landscape. the amount of things visible got worse when I looked up, better when i looked straight head/a little downward. the rift in the sky only loaded in slowly or sometimes not at all, which was pretty funny considering the opening speech referred to it before I actually had seen it.
i am the partner here adding in some additional issues we encountered
- possibly not a bug but the opening cutscene was really laggy on our first launch; i'm assuming it's because the scene wasn't pre-rendered or something? i don't know anything about game dev so i don't know if that's fixable by making it pre-rendered or if that would just cause other problems lol
- whenever i was holding any additional items and not just the hook gun, it would repeatedly randomly scroll back and forth through my inventory without any input from me
- we had to stop playing after going down the elevators that were on opposite sides of the room labeled 1 and 2 because of a bug. the player (goop) who went on elevator 2 was able to progress fine, but i (hook) went down in elevator 1 and the door never opened on my end. from my partner's perspective it looked like the door was open and he could see me moving around; i couldn't pass through the door. when i shot the hook at the door from his perspective it looked like i was shooting it at the wall next to the door. the area outside the windows was just a yellowy void i don't know if it was supposed to be or if that was part of the bug; behind the door seemed to just be glowing pink through the cracks. that's as far as we've played because the lag on my end was also making the game nearly unplayable at this point
- i think it looks like the same issue has already been mentioned by others, but i'll also mention the fact that we were unable to load our save; when i clicked to change save file, it said we were 30% of the way in, but clicking that just closed the window and went back to saying 2%, forcing us to start over every time we closed the game due to lag/rendering problems/ect
the world looked normal to me at this point, you also had another weird visual issue with fog showing up when it didn’t seem like it was supposed to
- also sometimes i would randomly see a duplicate (or partial duplicate like just the head, sometimes. or really bugged out looking duplicate lol) of my partner's character model kinda just floating around the room, usually eventually clipping through a wall but occasionally just despawning in my range of vision. i will note this only happened before the lag started to get bad
- occasionally cubes placed by the goop player aren't visible to the hook player. this happened for both of us when we tried switching roles on one run. the cube is still there and interactable, just invisible
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the emote menu isnt marked as available in settings but both of us can access it by a couple techniques. running a finger across the top row of keys (qwerty) from p → q (w e and r also work as endpoints) opens it, as does sometimes spamming the T key. it can’t be closed without performing a similar technique to send the emote, and no other actions can be taken with the emote menu up
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also a soft lock is possible at the first door if hook player goes through, goop player goes back to the first side and retracts goop from the door opening mechanism lol
Hey guys!
Seems like you ran into a ton of issues that to me sound like mostly visual issues / rendering / assets not properly loading.
Could you send me your PC specs and your player log files? Then we can look into them to see what errors you've experienced.
You can find your player log files in the corresponding game folder in:
C:\Users\%USERNAME%\AppData\LocalLow\Total Mayhem Games\
This is a hidden folder, make sure you are able to view hidden items in your view settings.
looks like my system specs are in there already, are these all the files you're looking for?
Thank you! It is indeed in there can I can see you are using the AMD Radeon R7 M270
This is a low-end mobile GPU designed for entry-level laptop graphics and is well below the min. requirements for our game unfortunately
Your Vram is also below the specs
So all of this causes your laptop not being able to load in the scenes properly and hence so many visuals missing and glitching
I'll share the specs here:
I'm actually surprised you were able to still play the demo and that it didn't crash, seems like you've had a unique experience here :p
Usually I can play fairly heavy games as long as I turn the graphics down lol
Yeah the demo is not optimized that well yet so I think that's why you ran into a huge amount of issues, but for the final game I do want to warn you that there's a good chance you may run into issues with your PC