Full notes
Full City of Springs update
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What changed
- Performance
- Gameplay
City of Springs changes
ːsteamhappyː It's official, the first patch, version 1.05, one of many to come, has been uploaded to Steam! ːsteamhappyː
This patch has been focused on performance, performance, performance! So, after updating you can expect:
Engine update to Unity 6
Many small quality of life improvements
Performance improvements
More stable framerates (less frame hitching)
Improved shadow quality
Improved draw distance
Improved loading speeds
Improved texture streaming
Decreased memory usage
Updated to FSR 3.1
Updated to DLSS 3.10
Needless to say, in the past month and a half I’ve only worked on improving the game’s performance, but now I’ve arrived at the edge of the capabilities of the current, so called “renderpipeline”. A few years ago, Unity introduced a new renderpipeline called the “Universal Renderpipeline”, and I in all my wisdom decided NOT to use it back then, because as all things new & Unity it was very buggy.
But nowadays it’s much better than the legacy version, and so it’s time to upgrade! If you’re interested in following this process, I will be livestreaming the first few hours of absolutely destroying City of Springs, because as Val would say: “You have to first break things to upgrade them… and when things are broken, you fix it!”.
So join up, tomorrow, Friday the 21st at 16:00 CET, to watch the city of Rivetton be utterly destroyed and get all PINK, and hopefully get build back up again
You can it watch here: https://www.youtube.com/@The-Naked-Dev/streams (or subscribe to the channel and you’ll get a very nice message from YouTube when the stream has started!)
Hope to see you tomorrow!
Dominic The Naked Dev
Source
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