What changed
0 fixes0 additions2 changes1 removal
changedA focused performance patch on top of 1.4.4.
removedThe operator badge no longer redraws its portrait every frame. The animated portrait in the bottom-left corner was being drawn from scratch on every single frame - hundreds of procedural shapes each time - which made it, on its own, the most expensive thing in the entire heads-up display. It is now rendered once to an image and drawn as a single picture, refreshed only when the operator changes.
changedAt the internal stress benchmark (wave 90, 5x speed, 300 enemies on screen) this lifted the frame rate from roughly 64 to 108 fps in the full-detail Quality graphics mode - and in Performance mode the game now runs past the display's refresh ceiling (120+ fps). Normal play was already smooth; this is more headroom for the heaviest boards and deepest endless runs.
Slot Theory changes
changedA focused performance patch on top of 1.4.4.
removedThe operator badge no longer redraws its portrait every frame. The animated portrait in the bottom-left corner was being drawn from scratch on every single frame - hundreds of procedural shapes each time - which made it, on its own, the most expensive thing in the entire heads-up display. It is now rendered once to an image and drawn as a single picture, refreshed only when the operator changes.
changedAt the internal stress benchmark (wave 90, 5x speed, 300 enemies on screen) this lifted the frame rate from roughly 64 to 108 fps in the full-detail Quality graphics mode - and in Performance mode the game now runs past the display's refresh ceiling (120+ fps). Normal play was already smooth; this is more headroom for the heaviest boards and deepest endless runs.
A focused performance patch on top of 1.4.4.
The operator badge no longer redraws its portrait every frame. The animated portrait in the bottom-left corner was being drawn from scratch on every single frame - hundreds of procedural shapes each time - which made it, on its own, the most expensive thing in the entire heads-up display. It is now rendered once to an image and drawn as a single picture, refreshed only when the operator changes.
At the internal stress benchmark (wave 90, 5x speed, 300 enemies on screen) this lifted the frame rate from roughly 64 to 108 fps in the full-detail Quality graphics mode - and in Performance mode the game now runs past the display's refresh ceiling (120+ fps). Normal play was already smooth; this is more headroom for the heaviest boards and deepest endless runs.