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Beatrix Gerke

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Aug 2, 2024, 10:48:03 AM8/2/24
to gannmarringpsych

The new Netflix show Dark, which is the network's first German-language original production, includes a scene that features the game The Surge where two people are playing split-screen co-op. The problem? The game doesn't actually have co-op. Deck13 has now officially responded, explaining that the studio allowed the show's producers to take some creative liberties to fit the story they were trying to tell.

A Deck13 representative said on Reddit that the Dark producers contacted Deck13 "months" before the show premiered on December 1 about their eagerness to feature The Surge in the show. This was principally because The Surge was developed in Germany. "We agreed and allowed them to even fake a splitscreen if it fitted better for their idea. Some kind of creative rework one could say," the Deck13 representative said.

The split-screen support for The Surge shown in Dark is fiction, but could it one day become reality for the game with a patch? Don't get your hopes up. "Technically it'd wreck the console though," Deck13 said about splitscreen support. Announcing a new feature like split-screen co-op by way of a Netflix show would have been a pretty interesting way to go about it, but if it does ever happen, it sounds like it'll be through a more traditional manner.

The Surge launched in May 2017 for PlayStation 4, Xbox One, and PC. GameSpot's The Surge review scored it a 7/10. Reviewer Daniel Starkey said, "The Surge is far from perfect, but none of its problems are deal breakers."

I don't play split screen, but with two other people. It is laggy all the time, but the more people you play with , the laggier it becomes. Having more than two people in a server for me makes kiting almost impossible.

Hi, guys. I tried adjusting the ports as above and it made things a little better but still experiencing significant lag.
I'm thinking it may not be connectivity related? I've noticed that most days in the game kick off with a long stretch of heavy lag in a split screen game, during which time the wheel and pulley icon appears in the bottom right corner. The game labours until the pulley disappears (which in some seasons can be half or most of the daylight hours so pretty crippling).
I don't know what the game is doing at this time but it shouldn't be grinding the game to a halt.

If you have the original Xbox, it is contributing to the lag. I can confirm that my friends that have an Xbox One S experience less lag than me. But the connection to the Klei servers is still the main issue.

I have an xbox one x with 300Mb internet. I have no issue with any other game. As mentioned above I have constant lag while split screen. I have also purchased the game for ps4, my iPad, and PC but would like to be able to play split screen when the kids are playing on the ps4 and PC doesn't support split screen. I have been a computer technician all my life and not seen support like this where a company could care less about their largest product on a major platform. I can submit a bug report but can't add comments what the problem is and there is no response. I really think this could be a very cool game in vr but would not want Klei at this point to have anything to do with it.

I am a hardware guy instead of software and feel the same way. Must be a bad memory leak as it gets worse and worse the further into the game you get till it's nothing but lag. Only in split screen with my wife. Xbox one x and I've searched for a fix. I think the reporting process needs enhanced. Thank you for the great game but please fix this issue Klei!


"The team is grinding away at catch up Xbox and PS4 with the events so that we can bring Christmas to console this year.
You're next up in the order of priority and we're hoping to submit Winter's Feast for Cert shortly. I'll be sure to follow up with you as soon as I know more." (AKA.... we're focused on how we can generate revenue and how we can completely break the console environment (see latest update).

The funny part (well not really THAT funny) is that after a year of having this brought to their attention, I still do not believe any of them have even attempted to plug an XboneX in and sat down and tried to play the game. It's easier for them to load up their tools and deem it as a non-issue than it is to figure out where to plug the hdmi in.

Has anybody tried anything that helped reduce the lag, like changing map sizes or changing other settings? If the devs are unable to fix it at this time maybe we can find ways to make it playable till they have a working fix. Just trying to play a game with a friend and not here to report a problem that everybody knows about.

I have this same issue. Love to play DST with husband, local two player mode. Lag is getting too frustrating. I am very sad to see it has been an issue for so long worth no resolution. Doesn't give me confidence to buy more games in the future. We only play on Xbox one.

Hey guys, I know this thread seems long forgotten, but I'm playing on PS4 slim with the GF on split screen and having the same problem. We got to day 31 and just couldn't kite out the 'Dearclops' if our actual lives depended on it, and it wasn't for lack of skill or trying. I think I have a minor solution, but it's speculation at this point. Some of you guys are what I'd call "Geeks" in the best way, so maybe you'll follow me on these "Sugesstions" I haven't tried yet, but just may work. I know this is allot and it's kinda unnecessary, so go ahead and skip down a bit if you want to get to the main points.

Movingforward, here I'd like to offer context to my thought process. So, do any of you remember the old, old game called "Black and White"? That game where you play a Greek god that controls every aspect of a civilization and controls a big a** wolf/lion/(another creature I can't remember) as an Avatar that you train to help you manage your heathens while deciding if you'll be a god of wrath or love? Yeah, I found an underground copy of it some time ago because the company that owned the rights went belly up and no one bought the tittle/deeds of the game and has not made a valid copy sense windows 98. Someone made a shady plugin/mod to make it run on windows 8. Playing it in windows 10, it definitely had issues. The issues being..? A memory leak the size of Panama Canal. The game would run for about 15-20 minutes before finally crashing just seconds after texture failure. So, the solution was to save the game at about the 10-15 minute mark religiously, and restart the program. Now, I'm talking about a game that was programed entirely for 16-32 bit OS and DDR 2 hardware that I found a plug for to run on a 64bit OS and DDR 3 hardware. It just isn't going to line up right especially if someone that barley knows what they are doing makes a patch which is never reworked to follow up on any unforseen problems or OS updates.

So, I think the same thing is happening on these consoles as was happening to me using the Jailbroken/Pirated/Rescued "Black and White" game. Don't Starve was originally made for PC, then slapped into Linux chipsets that use custom OS compared to Windows/Popular-Fruit OS that use "Standard" chipsets. So, that being all said, I've noticed that before "rubber banding" occurs in our game, 'Spiders' start walking past that basic box 'Trap' without even triggering it. Another thing I've noticed, is that this doesn't happen imidiatly after we relaunch the server, but will start happening again before too long. So, we come to the first "Suggestion". Now, Should the actual Geeks in the community come back, you'll probably call on some crap. This is just a story of how I came up with this bologna and how I figure on it. So don't go off too badly.

1) Before you expect to deal with mob spawn events such as hound attacks or Dearclops spawn, restart the server. It seems it takes about 5-7 days for 'Spiders' to start slipping by 'traps' on our PS4 local sever. Perhaps start with the restart increment of 7 days, or whenever you notice a broken hitbox.

2) Should "Suggestion 1" not work, try going as far as to restart the game. However, in my opinion, if a server rendition being re-rendered doesn't show any improvement to multiplayer lag, restarting the whole game may not work either. It seems to be a good idea on paper though...

NOTE: If "Suggestion 1" and "Suggestion 2" have no effect on game performance, should 'Player 1' fail in "Suggestion 3", naturally, 'Player 2' and the server/save are doomed if there is no 'Telltale Heart' or 'Touchstone' available upon 'Player 1' death. PERFORM AT YOUR OWN RISK if you're desperate enough.

4) Bum-rush ranged weapons, healy items, and 'Log Suit'(s). My favorite ranged weapon is the 'Boomerang', however given the scenario, and having already killed myself once by "no-catch" lag, you would have to work hard to get "Blowdarts". Easiest way I think would bet to 'Bugnet' some 'Bee'(s) instead of following kite patterns. Perhaps in some instances a change of play style can help.

5) Avoid starting unnecessary timers. Try and gather exactly what you know you will need. The idea is less timer updates, the less lag. This is another play style changer, but it's an idea. However this is probably a completely useless idea being what's likely happening is lag from a report order like Svr-->P1-->Svr-->P2-->Svr Instead of Svr-->P1,P2-->Svr. If the former is the case, perhaps this will kinda help in that less memory is being "transferred" from player to player. I've watched as on my side of the screen I've got some lead on the other character, but on their screen they are right next to me, so it kinda makes sense. PS4 chipset has dedicated DDR3 for CPU and DDR4 for GPU while Xbox chipset has shared DDR5 between CPU and GPU. That would explain why Xbox has the worst of it in this scenario. If the devs wanted to fix this, I'd suggest stop sharing timer info and only share depleted/renewed triggers to start. Now, I haven't seen the code (nor would I totally understand it) so this might actually be a hard fix depending on how the local server is generated and executed. I'm just speculating off the cuff.

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