In this update11
Full notes
Full Preface: Undiscovered World update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Performance
- UI and audio
- Gameplay
- Fixes
- Server
Preface: Undiscovered World changes
v0.2.0
Known Issues
The new ML model produces occasional straight-line artifacts at tile edges; a new base map is planned to fix this
Waypoints have been reset to accommodate for changes to terrain generation
Terrain horizontal displacement is disabled until camera system support is added, to avoid the camera going under the terrain
Enabling 'Hardware Raytracing' while setting 'Hardware Raytracing Mode' to Off may cause the app to crash after some time
Features
World
New ML terrain model with improved mountains & elevation
Work has been done to improve the appearance of all in-game population assets (LOD's, normals, impostors) (PST-2998)
Rendering
Ray-tracing (experimental) can now be enabled via the settings menu (PST-1748)
Added tone mapping & colour-grading to make the world look more vibrant (PST-3171)
Added FSR & DLSS support (PST-3130)
Added FSR & DLSS based anti-aliasing support (PST-3320)
Added two-pass HiZ occlusion culling to increase rendering performance
Updated SMAA to the latest version
Lazily loaded the cloud textures to improve performance
Impostors support cascaded shadow maps (PST-2084)
Gameplay
Iterated on waypoints
Interact with a waypoint to get a periscope view and 'race' to visible waypoints in the distance (PST-3076/3077/3334/3335)
Users can now create up to 10 waypoints, up from 4
Created waypoints spawn in front of you (PST-3333)
Owned waypoints are now white, non-owned are black
Waypoints are now updated every 10 seconds, allowing you to see waypoints placed in near real-time (PST-2478)
Application
Added a splash screen which covers up the planet until it's ready to be shown (PST-3344)
Showing input hints for undocumented controls (Q & E - up and down) and fix conflicting inputs
Added a setting to invert vertical mouse movement (PST-2486, https://github.com/PLAYERUNKNOWN-Productions/Preface-User-Support/issues/3)
Fixes
Resolved multiple existing ECS issues, uncovered by moving to a type-safe API (PST-3070/3072)
Fixed incorrect waypoint colours and waypoint sound-streaming crash (PST-3078/3257)
The latest notifications are now always downloaded from the server on start-up, even after reinstalling
Fixed a crash when taking a screenshot after changing resolution
Fixed some of the lighting on the dark side of the planet and on the GPU grass
The title bar now stays on screen when switching to windowed mode (https://github.com/PLAYERUNKNOWN-Productions/Preface-User-Support/issues/9)
Fixed various GPU crashes and rendering issues
Analytics are now sent to a more appropriate back-end environment
Stopped tracking VRAM usage each frame, increasing performance
Time of day should match for anyone at the same location (PST-3188)
Cleaned up and improved speed of shader cache generation
Fixed various errors that appeared when exiting the application
Fixed various UI scaling issues (PST-3354/3356)
Waypoints no longer flicker briefly when refreshed (PST-3337)
Postcards and waypoints windows can be closed by the same button that opened them (PST-2271)
Include meta-data for postcard PNG's (PST-3395)
Disabled horizontal displacement, to be reimplemented with CPU support (PST-3345)
Hide terrain unloading during shutdown (PST-3209)
Make UI elements more consistent and conforming to design style by unifying and reusing more code (PST-3279/2532)
Stop loading screen audio when starting the game via deep link (PST-3264)
Waypoints stream in and out at a consistent distance (PST-3339)
Motion blur setting re-added to user menu (PST-2310)
Invisible / Upcoming Work
Engine
Rewrote ECS back-end
Refactored existing implementation to comply to common constraints, making it possible to switch between ECS back-ends
Integrated and evaluated several existing ECS back-ends (EnTT, Flecs)
Replaced sparse array-based storage with a sparse-set based storage to reduce memory waste and cache misses
Moved from a macro heavy API to a templated type-safe API to prevent accidental misuse and fixed various issues that it surfaced
Deferred commands that write to the ECS for safer multi-threading (PST-3363)
Separated API into public and private parts (implementation details)
Worked on networking / replication fundamentals
Serialization
RPC's
Registry
Testing facilities (PST-3149)
Replication demo
Iterated on asset import tools to convert assets and import them directly into a running game (PST-3440)
Worked on tooling & workflows to more easily author data collection, processing and retrieval in-game to allow for further interactivity in the future
Added in-game voting system to solicit user feedback
Integrated various monitoring and profiling tools (PresentMon, GameProfiler)
Set up the project for more robust testing (starting with Replication)
Integrated robot-framework for more elaborate automated testing
Tracked more relevant information when a crash occurs (unsupported hardware, assert callstacks)
Added meta-data to the executable file
Moved to C++17 and started using supported features * Nested namespaces * Replace boost filesystem with std::filesystem
Adopted LLVM code guidelines
Worked on headless mode for the app & tooling (PST-2711)
Worked on project / solution generation to improve easy of use and maintainability (PST-2927, PST-3318)
Add automated tests for the Data & Privacy Settings popup (PST-2923)
Iterated on internal logging tools (PST-2849)
Rendering
Implemented new GPU-profiling subsystem (PST-3190/3191/PST-2100) * Timestamp / statistics queries * Thread-safe context * FPS histogram & debug UI
Integrated IMGUI multi-viewport features to support more advanced engine tooling
Prototyped oceans
Source
Changelog.gg summarizes and formats this update. How we read updates.
