What changed
2 fixes2 additions3 changes2 removals
- Gameplay
- Performance
- Fixes
- Maps
addedI made new vegetation models and textures for the island in the third mission, trying to match it close to the barren highland landscapes of northern Norway as possible.
addedIf someone's interested in how the sausage is made, I added some time lapses of making the trees in the comments of this X post: https://twitter.com/GustOfWindGame/status/1737552467456336033
changedOptimizationI also made some progress in optimization. There was a CPU-capped moment in the second part of the first mission, where there are a dozen or so NPCs visible at the same time. It's the part I've probably spent the most time banging my head against a wall with, but I finally got a substantial increase in framerate by a very simple change in the hierarchy of the scene, following the instructions of this blog post in case anyone's interested: https://blog.unity.com/engine-platform/best-practices-from-the-spotlight-team-optimizing-the-hierarchy
removedOptimizationThe scene was clearly processor capped and a flat hierarchy without characters nested deep in other objects increased the frame rate on my minimum specs machine by about 40%. I also had to remove the rocking movement from the two ships containing the NPCs, and that might have contributed in the frame rate increase.
changedOptimizationPlaying through the campaign with my minimum specs computer, there are still clear scenarios where the frame rate drops to 25 or so on the highest settings. However, I finally got rid of the worst performance bottleneck in the campaign so perhaps I can clear out these as well.
changedBugfixesIn addition to the decoration and optimization improvements, here are the bugfixes in this patch:
Gust of Wind changes
addedI made new vegetation models and textures for the island in the third mission, trying to match it close to the barren highland landscapes of northern Norway as possible.
addedIf someone's interested in how the sausage is made, I added some time lapses of making the trees in the comments of this X post: https://twitter.com/GustOfWindGame/status/1737552467456336033
changedI also made some progress in optimization. There was a CPU-capped moment in the second part of the first mission, where there are a dozen or so NPCs visible at the same time. It's the part I've probably spent the most time banging my head against a wall with, but I finally got a substantial increase in framerate by a very simple change in the hierarchy of the scene, following the instructions of this blog post in case anyone's interested: https://blog.unity.com/engine-platform/best-practices-from-the-spotlight-team-optimizing-the-hierarchy
removedThe scene was clearly processor capped and a flat hierarchy without characters nested deep in other objects increased the frame rate on my minimum specs machine by about 40%. I also had to remove the rocking movement from the two ships containing the NPCs, and that might have contributed in the frame rate increase.
changedPlaying through the campaign with my minimum specs computer, there are still clear scenarios where the frame rate drops to 25 or so on the highest settings. However, I finally got rid of the worst performance bottleneck in the campaign so perhaps I can clear out these as well.
I made new vegetation models and textures for the island in the third mission, trying to match it close to the barren highland landscapes of northern Norway as possible.
Here's what the island looks like now:
If someone's interested in how the sausage is made, I added some time lapses of making the trees in the comments of this X post: https://twitter.com/GustOfWindGame/status/1737552467456336033
Optimization
I also made some progress in optimization. There was a CPU-capped moment in the second part of the first mission, where there are a dozen or so NPCs visible at the same time. It's the part I've probably spent the most time banging my head against a wall with, but I finally got a substantial increase in framerate by a very simple change in the hierarchy of the scene, following the instructions of this blog post in case anyone's interested: https://blog.unity.com/engine-platform/best-practices-from-the-spotlight-team-optimizing-the-hierarchy
The scene was clearly processor capped and a flat hierarchy without characters nested deep in other objects increased the frame rate on my minimum specs machine by about 40%. I also had to remove the rocking movement from the two ships containing the NPCs, and that might have contributed in the frame rate increase.
Playing through the campaign with my minimum specs computer, there are still clear scenarios where the frame rate drops to 25 or so on the highest settings. However, I finally got rid of the worst performance bottleneck in the campaign so perhaps I can clear out these as well.
Bugfixes
In addition to the decoration and optimization improvements, here are the bugfixes in this patch:
Getting stuck while falling against a nearly vertical surface seems to be wholly fixed now, by changing the character to drop with physics in those situations
Removed a stutter caused by repetitive landing animations when walking towards a rock, which made movement on rough terrain pretty annoying
Frame rate was visible in corner when it shouldn't be, and version number wasn't visible in Main Menu after exiting from game, those things should be fixed now
Bunch of smaller fixes here and there, fixing some small problems in assets and missions