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Steam News15 February 20188y ago

Build Notes 0.0.68

Optimizations and crash fixes now that the crash reporting is working. Generate face normals in the pixel shader - this is significantly faster than using the geometry shader for lower-end machines.

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0 fixes0 additions4 changes0 removals
  • Performance
changedOptimizations and crash fixes now that the crash reporting is working.
changedGenerate face normals in the pixel shader - this is significantly faster than using the geometry shader for lower-end machines.
changedMake the game tolerant of running out of dynamic buffer space. In *really* extreme cases with lots of enemies on screen who all die simultaneously, the game would crash previously. It will now freeze until the buffers fall back to normal levels.
changedI'll look at doing some particle throttling asap, since that seems to be the source of the buffers going over-capacity. In this case, we probably need throttling anyway since there are likely hundreds of thousands of particles on screen. There's also currently no cap on the number of enemies in the world. There's room for optimization in extreme scenarios, but my (4 year old) dev machine manages to run about 250 enemies simultaneously at about 20 fps. There's room for improvement there, but I think I'll probably cap the number of enemies to something like 64.

Optimizations and crash fixes now that the crash reporting is working.

  • Generate face normals in the pixel shader - this is significantly faster than using the geometry shader for lower-end machines.

  • If the game can't enter full screen mode, run in windowed mode instead. This can happen if the full screen mode is set to something invalid.

  • Make the game tolerant of running out of dynamic buffer space. In *really* extreme cases with lots of enemies on screen who all die simultaneously, the game would crash previously. It will now freeze until the buffers fall back to normal levels.

I'll look at doing some particle throttling asap, since that seems to be the source of the buffers going over-capacity. In this case, we probably need throttling anyway since there are likely hundreds of thousands of particles on screen. There's also currently no cap on the number of enemies in the world. There's room for optimization in extreme scenarios, but my (4 year old) dev machine manages to run about 250 enemies simultaneously at about 20 fps. There's room for improvement there, but I think I'll probably cap the number of enemies to something like 64.

Source

Steam News / 15 February 2018

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