Full notes
Full AVROPOLIS update
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Repeated intro
Hey everyone, I've prepared a new patch with an optimization pass that improves both GPU and CPU overhead as well as frame stability, including some other changes.
What changed
- Performance
- Gameplay
- Balance
- Fixes
- UI and audio
Here's the details:
Removed saferoom banner that was blocking door view
Updated and optimized in-world text, reducing overhead
Adjusted various trap and ambiance volumes
Optimized, and slightly reduced radius of some trap colliders
Added some extra VFX for gold pieces
Increased chance of dropping pistol mags from worms
Added chance to drop sticky bombs from worms
Optimized the real-time lighting system, greatly reducing CPU overhead, and increasing frame stability
Updated and improved grass quality, and the annexed shader
Various optimizations in the saferoom / checkpoint
Various mesh, and material optimizations
Various mesh UV optimizations
Static geometry will now use Shadowmasks + Indirect lighting
Dynamic objects will now use Light Probes as lighting data
MSAA will now start disabled by default
Added a fix for canted HMDs (like Pimax) to avoid incorrect occlusion culling
Lowered volume of typewriter SFX when reaching a checkpoint
Moved tutorial waist/belt before sticky bombs
Player waist will now start unlocked by default (waist safety lock can be activated in options through tablet)
Updated some descriptions in the demo onboarding room
NOTES
This patch was mainly thought for improving frame stability, but it also increased overall visual quality. There are some other tweaks based on feedback and other playthroughs I've watched. I'm always looking for player feedback in order to improve the overall experience. As always, thanks for playing!
— Marco
Source
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