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Steam News5 July 20233y ago

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Dichotomy. Bullet 2/18 First things first! The month of June marked the beginning of migrating old locations to a new repository.

In this update3

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What changed

0 fixes3 additions2 changes1 removal
  • Gameplay
  • Maps
  • Performance
addedThe month of June marked the beginning of migrating old locations to a new repository. The first one to undergo the transition was the starting location codenamed "Training Room." We worked hard and voila! Now it can be experienced on the Oculus Quest 2 without being connected to a computer!
added"Training Room"During the transfer process, the entire location was completely reworked. We used new textures, created new environmental elements, and improved the lighting sources. The core concept of the map remained mostly unchanged, but the visual aspect came alive with more vibrant and saturated colors.
changed"Training Room"All the unique objects. There are already 35k polygons in the scene, and each object is a unique instance. And almost every one of them was reused multiple times in the location. They carefully studied the structure of the location and gradually remodeled it while optimizing it simultaneously. We decided to model modules (representing cubes with objects) from which the location could be easily assembled. As a result, the location was optimized tenfold, making it easier to read and understand the placement of objects.
addedCODEApart from the graphical achievements, we also made logical improvements. A lot of work was done to create a mission manager. This manager tracks the progress of the current task. This approach adds complexity to the production process, but in the long run, it provides advantages. Now we can assemble new missions like building blocks, where each new component is added to the previous one, forming a chain.
changedCODEDuring the transfer process, we experimented a lot with the number of rendered elements, polygons, and materials to reduce the number of milliseconds spent on rendering. Now we have thoroughly studied the device's features and limitations, and we are ready to start creating the next locations!
removed"LOBBY"In addition to the transfer of the "Training Room," we also worked on another location called "Lobby." We completely remodeled and optimized the environmental models. As a result, we managed to remove thousands of polygons and numerous unnecessary texture sets and materials.

Dixotomia changes

addedThe month of June marked the beginning of migrating old locations to a new repository. The first one to undergo the transition was the starting location codenamed "Training Room." We worked hard and voila! Now it can be experienced on the Oculus Quest 2 without being connected to a computer!
addedDuring the transfer process, the entire location was completely reworked. We used new textures, created new environmental elements, and improved the lighting sources. The core concept of the map remained mostly unchanged, but the visual aspect came alive with more vibrant and saturated colors.
changedAll the unique objects. There are already 35k polygons in the scene, and each object is a unique instance. And almost every one of them was reused multiple times in the location. They carefully studied the structure of the location and gradually remodeled it while optimizing it simultaneously. We decided to model modules (representing cubes with objects) from which the location could be easily assembled. As a result, the location was optimized tenfold, making it easier to read and understand the placement of objects.
addedApart from the graphical achievements, we also made logical improvements. A lot of work was done to create a mission manager. This manager tracks the progress of the current task. This approach adds complexity to the production process, but in the long run, it provides advantages. Now we can assemble new missions like building blocks, where each new component is added to the previous one, forming a chain.
changedDuring the transfer process, we experimented a lot with the number of rendered elements, polygons, and materials to reduce the number of milliseconds spent on rendering. Now we have thoroughly studied the device's features and limitations, and we are ready to start creating the next locations!

Dichotomy. Bullet 2/18

First things first!

The month of June marked the beginning of migrating old locations to a new repository. The first one to undergo the transition was the starting location codenamed "Training Room." We worked hard and voila! Now it can be experienced on the Oculus Quest 2 without being connected to a computer!

We put a lot of effort into maintaining a stable frame rate, which is crucial for a smooth immersion into the world of virtual reality, and it seems like we succeeded!

"Training Room"

During the transfer process, the entire location was completely reworked. We used new textures, created new environmental elements, and improved the lighting sources. The core concept of the map remained mostly unchanged, but the visual aspect came alive with more vibrant and saturated colors.

To start, our 3D artist extracted all the unique objects from the location to understand its composition.

All the unique objects. There are already 35k polygons in the scene, and each object is a unique instance. And almost every one of them was reused multiple times in the location. They carefully studied the structure of the location and gradually remodeled it while optimizing it simultaneously. We decided to model modules (representing cubes with objects) from which the location could be easily assembled. As a result, the location was optimized tenfold, making it easier to read and understand the placement of objects.

CODE

Apart from the graphical achievements, we also made logical improvements. A lot of work was done to create a mission manager. This manager tracks the progress of the current task. This approach adds complexity to the production process, but in the long run, it provides advantages. Now we can assemble new missions like building blocks, where each new component is added to the previous one, forming a chain.

It used to be like this) Now the task is a separate entity that tracks progress, manages the process of setting up the route points, and provides results. Whether the task was successfully completed or not))

During the transfer process, we experimented a lot with the number of rendered elements, polygons, and materials to reduce the number of milliseconds spent on rendering. Now we have thoroughly studied the device's features and limitations, and we are ready to start creating the next locations!

"LOBBY"

In addition to the transfer of the "Training Room," we also worked on another location called "Lobby." We completely remodeled and optimized the environmental models. As a result, we managed to remove thousands of polygons and numerous unnecessary texture sets and materials.

Source

Steam News / 5 July 2023

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