In this update7
Full notes
Full Walkabout update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Balance
- UI and audio
- Maps
Walkabout changes
Steam post image Hello beautiful people
I’m pleased to announce the release of Build 1.6.6. This update brings some major changes. The biggest change being that the game is no longer called Outback. From this update onward, the project will be known as Walkabout.
Performance & DLSS
This update includes significant performance improvements. The game now supports DLSS Super Resolution, NIS, and DLSS Frame Generation. Frame Generation is not optional. It is now a requirement for play. The main menu includes logic that prevents unsupported hardware from playing the game, and the text beneath the title will explain whether your system is unsupported or simply needs Frame Generation enabled.
DLSS settings now use conditional visibility. Options only appear once the features they depend on are enabled.
Support for AMD hardware and FSR Frame Generation will be added once I’m able to acquire an AMD machine for development and testing.
This decision to exclude unsupported hardware is intentional. It protects the user experience and helps players stay within their 2 hour refund window if their system cannot run the game properly.
World Accuracy & Realism
All environment design in this update has been completed using real world data. This brings the region much closer to the real Cockle Creek area and how it appears in real world:
Beaches and the creek are now the correct shape and in the correct location
All walking trails, roads, driveways, and 4WD tracks match their real world paths
The new tidal system simulates realistic tides using actual tide data
Direction of Development
From here on, updates will focus on pushing realism. M aking Walkabout look and feel as close to the real place as possible. While the project approaches its natural conclusion.
I hope you all enjoy the update and the game.
Patch Notes
Anywhere you see (First pass), the work is iterative and will continue to improve over time.
Engine & Performance
Upgraded to Unreal Engine 5.7
Redesigned post effects to improve performance
Removed the 3D resolution option from the settings menu
Added DLSS Super Resolution
Added NIS
Added DLSS Frame Generation
Added distance based optimisations to the landscape material
Water, Tides & Simulation
Redesigned the water system to simulate tides using real tide data from the Cockle Creek area
Added a legal disclaimer section to the main menu including the Bureau of Meteorology data use declaration
Settings & UI
Added a Motion Blur toggle
Added conditional visibility for DLSS settings
Added a Ray Tracing toggle
Added minimum requirements logic to prevent unsupported hardware from playing
Added logic requiring supported hardware to adjust settings before play
Added a toggle-able FPS counter
World building & Environment (First Pass Work)
All work in this section was done to more accurately match the real world and maps.
Sculpted beaches from Motts Beach Pier to Mouldy Hole
Added Fishers Point Track
Added the South Coast Track up to the edge of the playable area
Sculpted Cockle Creek Road south of the bridge
Sculpted Cockle Creek (the actual creek)
Added all driveways south of Cockle Creek bridge
Added all access trails south of Cockle Creek bridge
Added wet sand tidal simulation
Replaced all ore nodes with 3D scanned rock meshes and physically accurate mineral colour profiles, removing gamified colour coding
Source
Changelog.gg summarizes and formats this update. How we read updates.
