Full notes
Full Down To One update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Balance
- Fixes
- Maps
- Gameplay
Down To One changes
Hey Everyone,
Tonight's update sees a bunch of major optimizations introduced into Down To One - including the introduction of PRISM FX, our new post-processing pipeline that has been built from the ground-up for performance! Read on for the full patch notes. Additions and Improvements
Replaced image effect pipeline with PRISM FX -New Depth of Field effect -New Vignette effect -New Tonemapping -New Color Correction effect -New Bloom effect -Added New Dirty Lens effect -Early benchmarks are showing that PRISM has given a >50% improvement in postprocessing times when compared to our old effects stack on 'High', but let us know how it works for you!
'Ol Western perk now allows you to shoot primary weapons out of hands - now, by default, anyone can knock secondary weapons out of hands
Other tweaks to CMAA and Adaptive Exposure effects
Bug fixes
Fixed expensive static collider move calls (less lagspikes)
Fixed tips checkbox not doing anything
Fixed terrain when running on potato in Directx9 mode
Fixed trees rendering with pink stumps in Directx9 mode
Fixed fall damage not proccing effects
Fixed boots scale
Optimized & multi-threaded particle performance
Reduced other instances of Garbage Allocation
This Friday, GoGoGadget (me!) is away at PAX Australia, so the next weekly cup will be held on Friday week. As always, don't forget to follow Down To One on Twitter, and if you'd like Steam notifications for when matches are starting, don't forget to join the Let's Play Down To One Steam group. GLHF!
Source
Changelog.gg summarizes and formats this update. How we read updates.
