Devlogs
Late-January Optimization
VenturyA downloadable game for Windows and Linux
Some optimizations and minor changes have been made.
- The game will load other nearby maps in the background to significantly reduce the time spent idling after a fade-out to a new area. Playing on an optical medium is much better at a marginal cost to extra memory.
- Further optimized the depth buffer and depth-based bloom. Staggered drawing is no longer necessary.
- The player character's hair has more physically driven parts.
- Melee weapons were optimized, they no longer cause frame-rate drops while active.
- The player character's melee weapons have more consistent behavior on lower frame-rates.
- Trails on melee weapons were extended to allow for two separate emission periods.
From glossydon:
I've acquired another computer, and am using it as a benchmark for minimum/average specification.
Ryzen 5 PRO 2400GE w/ Radeon Vega Graphics with 8 Gigabytes of DDR4.
Testing with this system has illustrated sore-points for the game's performance.
Some of these changes were made in response to tests with the new system.
I hope to have more to share in February. I am committed!