Devlogs
End of June Test
VenturyA downloadable game for Windows and Linux
Some minor improvements have been made.
Mobile Renderer
- Support for the Mobile render method is being suspended.
- Certain problems arose when trying to use rendering techniques which were compatible with the Mobile render method, mostly performance.
- Support for it may return in the future, but for the time being, no further work will be done to support it in parallel with Forward+.
Drop Shadows
- Drop Shadows are no longer processed on the main thread. The implementation of Drop Shadows is as optimized as can be made.
- Performance for Drop Shadows should be better when running the game on a system with multiple CPU cores.
- Light sources can be marked as being ignored for shadow calculations, either for being invisible or too far away.
- Light sources can also be similarly marked as being on standby, bypassing the blacklist.
Miscellaneous
- Optimized fire to use fewer resources.
- Alterations to greenery and additional plant life visuals.
- Internal fix for incorrect use of UIDs over file paths.
- Fix for calculating the true speed of moving characters.
- Rixin and Aria benefit from this. A mild performance improvement was gained for using engine code over GDScript.
- Skeletons' animation playback is conditionally throttled.
- When a good number of skeletons exist concurrently, the animations can be throttled.
- Skeletons' animations are throttled more when further away from the player.
- Minor animation fixes for Rixin and Aria.
- The depth-based bloom effect can be turned off, saving a good amount of performance.
- The depth buffer is disabled, and is currently a candidate for removal.
- Images in Godot are incredibly expensive to create, to the point that odd-frame generation of a depth buffer is insufficient.
- A more sophisticated performance monitor, complete with toggles.
- Pressing F2 will hide the performance statistics.
- Pressing a combination of F2 and Shift/Ctrl/Alt will toggle various performance statistics.
- CPU model and GPU model are present to inform and verify problem areas.
- Memory is imparted in both Kilobytes and Megabytes.
- Frames-Per-Second is displayed against its target. The target refresh rate can change if the pace keeper is used.
- Effective Physics Ticks per-second, marked as PhT. Higher is better.
- Effective Process Ticks per-second, marked as PrT. Higher is better.
- PhT and PrT are both sampled for adjusting the refresh rate target when the pace keeper is used.
From glossydon: