Full notes
Full Edge Guardian update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello Guardians, It’s Marco and I wanted do share with a list of the new feature of the updated version of Edge Guardian we are working on.
What changed
- Gameplay
- UI and audio
- Performance
Edge Guardian changes
Oculus and oculus touch support
Automatic switch between different HMDs (vive and oculus at the moment)
New Interactions/animations of the hands
Updated “energy wall” animations
Updated Enemy animations
Rewrited audio source management system to improve performance
Updated enemy movement system to avoid some annoying bugs and streamline management.
Enemies that hook up to “the core” are more hit-responsive (new spring system)
Fixed some problems with the "shot" and collision of enemies.
Updated the particle smoke system in the desert to improve performance
Implemented FXAA Filter and Replaced Bloom Effect by - Postprocessing Counterparty (Low Impact on Performance/Improved Graphic Performance)
Optimized desert scene for better performance
VR rendering is now set to "single pass" with updated effects and full support (it translates into better performance).
Keep in mind that Vincenzo, the new programmer, have rewritten the game from ground up so we need more time to finish the product and be out of the Early Access. I hope I can share some video of the new version in the next update and some to have good news in the next month. Thanks everyone for the support.
Source
Changelog.gg summarizes and formats this update. How we read updates.
