Hey all! As per usual, while I was working on porting to consoles, I came across some wild performance hacks that also work great on PC.
Full notes
Full Katanaut update
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Repeated intro
Hey all! As per usual, while I was working on porting to consoles, I came across some wild performance hacks that also work great on PC. This patch is lumping in some of those performance increases which should wildly help lower end PC's, and also maximize FPS for everyone across the board. Also lumping in a few bugs and QOL feature reported on the Katanaut General Discussion <3
What changed
1 fix0 additions2 changes1 removal
Performance
Events
Store
changedHey all! As per usual, while I was working on porting to consoles, I came across some wild performance hacks that also work great on PC. This patch is lumping in some of those performance increases which should wildly help lower end PC's, and also maximize FPS for everyone across the board. Also lumping in a few bugs and QOL feature reported on the Katanaut General Discussion <3
changedCore - Enemy hitboxes are a little taller now so your hits land more consistently - Combo alerts now play one at a time instead of all stacking on top of each other, so when one upgrade sets off two or three combos at once you can actually read them
fixedBugs: - Fixed combo unlock alerts showing the wrong icon when you had more than one matching perk equipped. It was grabbing whichever one it found first instead of the one you actually built around. This was purely cosmetic.
removedPerformance: - Did an optimization pass on the enemies, so big crowds and busy rooms should run a good bit smoother now. - Some extra rendering and memory cleanup under the hood for better performance overall. - Reduced CPU cost of enemy collision/sight checks. - Gutted a lot of effects across the game that were no longer being used but loaded into memory. - Optimized various common effects using pooling. - Lowered memory churn / garbage-collection pressure during intense fights
Katanaut changes
changedHey all! As per usual, while I was working on porting to consoles, I came across some wild performance hacks that also work great on PC. This patch is lumping in some of those performance increases which should wildly help lower end PC's, and also maximize FPS for everyone across the board. Also lumping in a few bugs and QOL feature reported on the Katanaut General Discussion <3
changedCore - Enemy hitboxes are a little taller now so your hits land more consistently - Combo alerts now play one at a time instead of all stacking on top of each other, so when one upgrade sets off two or three combos at once you can actually read them
fixedBugs: - Fixed combo unlock alerts showing the wrong icon when you had more than one matching perk equipped. It was grabbing whichever one it found first instead of the one you actually built around. This was purely cosmetic.
removedPerformance: - Did an optimization pass on the enemies, so big crowds and busy rooms should run a good bit smoother now. - Some extra rendering and memory cleanup under the hood for better performance overall. - Reduced CPU cost of enemy collision/sight checks. - Gutted a lot of effects across the game that were no longer being used but loaded into memory. - Optimized various common effects using pooling. - Lowered memory churn / garbage-collection pressure during intense fights
Core - Enemy hitboxes are a little taller now so your hits land more consistently - Combo alerts now play one at a time instead of all stacking on top of each other, so when one upgrade sets off two or three combos at once you can actually read them
Bugs: - Fixed combo unlock alerts showing the wrong icon when you had more than one matching perk equipped. It was grabbing whichever one it found first instead of the one you actually built around. This was purely cosmetic.
Performance: - Did an optimization pass on the enemies, so big crowds and busy rooms should run a good bit smoother now. - Some extra rendering and memory cleanup under the hood for better performance overall. - Reduced CPU cost of enemy collision/sight checks. - Gutted a lot of effects across the game that were no longer being used but loaded into memory. - Optimized various common effects using pooling. - Lowered memory churn / garbage-collection pressure during intense fights
Thanks for playing and for sending in the reports, they genuinely help me track this stuff down.