Full notes
Full XING: The Land Beyond update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Compatibility
- UI and audio
- Fixes
- Performance
XING: The Land Beyond changes
UPDATE UPDATE UPDATE
Wow it hasn’t even been 24 hours yet and here I am, pushing an update. A hotfix? Dunno, call it whatever ya like here’s what’s up with XING. PATCHNOTES:
VR:
A post process sharpen effect has been added as an option under the display settings menu. This is especially useful at lower screen percentages to reduce blur, especially in VR. Because XING defaults at screen percentage 100 for compatibility with all ranges of hardware, I’ve gone ahead and made sharpen 1 the default for use in VR. You can use the sharpen setting in desktop rendering if you like as well, but you’ll mileage may vary.
Fixed a major issue for Rift users with high end hardware looking to up the screen percentage: The screen percentage option now correctly sets the adaptive pixel density’s maximum value, rather than just the current, so higher than 100% won’t automatically snap back to 100. Additionally, the minimum value for adaptive pixel density is also adjusted with the setting - it is always set to be 50 steps lower than the maximum listed, ie if you set the slider to 120%, the new max will be 120 where the min will be 70. These numbers can be tweaked in the “Game.INI” configuration file is you desire granular control. Furthermore, a new option in the VR settings menu now allows Rift users to completely disable adaptive pixel density, should they prefer to keep the screen percentage static and manual. All in all, this should provide Rift users with more control over their image quality, and allow for high screen percentages for a reduction of blur. Note that these changes only affect Rift users, as Vive does not currently have a turnkey adaptive resolution mode for Unreal 4.
Added an option in the VR settings menu to enable “Touch-Only” trackpad support for Vive wands. This is intended to reduce wear and tear on the controllers and was requested by many users. It is left off by default but should save you choice should you want to enable it.
General:
The “Invert Y” option in the menu now affects the mouse as well as gamepads
Fixed a bug where the “Exit to Zeneth” button required the user to open the menu again before proceeding.
Added a confirmation page for the restart level button (Sorry for those who may have accidently pressed this before!)
Beach:
Fixed an extremely odd teleport situation where the player could respawn inside a rock near the very end of the level
Rainforest:
Added an extra respawning location to handle a case where one could respawn back at the final puzzle after completing it
I’m still investigating the issue some Vive users are reporting about certain transparent effects flickering in and out of one eye. I’ve seen the issue before while developing but only from editor and very infrequently, so I just assumed it was just SteamVR acting up, but a few of you are reporting it in the Steam build as well. I saw that Epic had some posts about this phenomenon a while back (something related to using instanced stereo rendering) but it almost looks like it was never fully resolved. I’ll messaged them and continue to look for a fix myself. We had an AWESOME launch by my metrics. It’s been a real pleasure hearing everyone’s reactions to the game and reading the reviews. If you haven’t done so already and are liking the
Source
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