In this update2
Full notes
Full Embers Adrift update
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What changed
- Performance
- Gameplay
- UI and audio
- Fixes
- Balance
- Compatibility
Embers Adrift changes
July 22
Removed a number of unused shader references (reduced build size and memory footprint).
Adjusted material for Halt's VFX.
Set appropriate culling layer and static shadow casters on resource nodes.
Removed out of date billboard rendering pass in our vegetation system.
July 21
Fixed a rare exception in the crafting UI.
Fixed an exception on IKController on teardown.
Fixed color on white scale vambraces.
Increased drop rate for Alchemy Quest's tablet.
Sentinel's Weaken no longer requires combat stance.
Added mental damage to King's Potion.
Updated Unity Engine minor revision to the latest version. This brings some minor bug fixes and performance improvements.
Optimizations:
Reduced the density of grass by 20% in all zones.
Reduced the complexity of rendered grass.
Adjusted the LOD distance factor for rendered grass to be consistent throughout scenes.
Potato & Performant quality now only renders a single mesh for grass (no LOD).
Restricted which vegetation LODs can render shadows for lower quality levels. This can significantly improve shadow performance in areas with many trees depending on your quality setting.
Potato & Performant: only render shadows for the nearest LODs
Balanced: only render shadows for the nearest 2 LODs
High Fidelity: no change
Removed motion vector pass from Rock shader.
macOS & Linux:
Adjusted compile flags to improve code execution speed.
Enabled instanced indirect vegetation rendering for both platforms.
Fixed a shader compile error that was causing dynamic resolution instabilities that showed as shimmering vegetation. Things should be much more stable with Unity STP dynamic res enabled.
Source
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