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Steam News16 April 20251y ago

Major Performance Overhaul - Alpha 0.31

Performance across all devices has increased by an average of 50–60% when using DX12, and 25–50% when using DX11. The target framerate has doubled from 60 FPS to 120 FPS.

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Full Mad Metal update

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What changed

0 fixes1 addition8 changes0 removals
  • Performance
  • Gameplay
  • UI and audio
changedPerformance across all devices has increased by an average of 50–60% when using DX12, and 25–50% when using DX11.
changedThe target framerate has doubled from 60 FPS to 120 FPS .
addedDX12 has been introduced for the following benefits:
changedSplit jobs (33% performance gain): Large objects normally rendered by the GPU are now split into smaller parts and distributed across all CPU cores. This significantly reduces GPU load and maximum CPU overhead.
changedBaked shadows and pre-rendered shaders (17% performance gain): Some static shadows are now pre-rendered to avoid real-time calculations. Shaders are also prebaked to reduce performance spikes. This significantly reduces GPU rendering load.
changedDLSS (10%-20% performance gain): On low- and mid-end devices, DLSS dynamically lowers the resolution and upscales it to your selected setting. This activates when framerate drops below 60 FPS, ensuring smooth gameplay regardless of scene complexity.

Mad Metal changes

changedPerformance across all devices has increased by an average of 50–60% when using DX12, and 25–50% when using DX11.
changedThe target framerate has doubled from 60 FPS to 120 FPS .
addedDX12 has been introduced for the following benefits:
changedSplit jobs (33% performance gain): Large objects normally rendered by the GPU are now split into smaller parts and distributed across all CPU cores. This significantly reduces GPU load and maximum CPU overhead.
changedBaked shadows and pre-rendered shaders (17% performance gain): Some static shadows are now pre-rendered to avoid real-time calculations. Shaders are also prebaked to reduce performance spikes. This significantly reduces GPU rendering load.

Performance across all devices has increased by an average of 50–60% when using DX12, and 25–50% when using DX11.

The target framerate has doubled from 60 FPS to 120 FPS.

DX12 has been introduced for the following benefits:

  • Split jobs (33% performance gain): Large objects normally rendered by the GPU are now split into smaller parts and distributed across all CPU cores. This significantly reduces GPU load and maximum CPU overhead.

  • Baked shadows and pre-rendered shaders (17% performance gain): Some static shadows are now pre-rendered to avoid real-time calculations. Shaders are also prebaked to reduce performance spikes. This significantly reduces GPU rendering load.

  • DLSS (10%-20% performance gain): On low- and mid-end devices, DLSS dynamically lowers the resolution and upscales it to your selected setting. This activates when framerate drops below 60 FPS, ensuring smooth gameplay regardless of scene complexity.

  • Vegetation improvements, GPU occlusion culling, and burst jobs: General performance enhancements prevent rendering objects outside the player's view, combine similar objects into one draw call (e.g., 200 trees rendered as one object), and pre-process some rendering tasks before gameplay starts.

Players who previously averaged 60 FPS should now expect around 120 FPS. Those who were below 60 FPS should now exceed 60 FPS, provided they meet the minimum recommended system requirements.

This is the first of three scheduled performance overhauls, and we will continue improving graphics settings and performance across all devices.

Source

Steam News / 16 April 2025

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