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Performance

GeneralEngine · Optimization · Technical · FPS · Server
6 patcheslast touched 89mo ago▲ +13

Power trajectory

Up = buffed, down = nerfed
0+13Aug 20, 2015Feb 8, 2019Aug 20, 2015 — Devblog 74 +3 / -0 (cum +3)Oct 1, 2015 — Devblog 80 +0 / -0 (cum +3)Jan 28, 2016 — Devblog 95 +2 / -0 (cum +5)Feb 18, 2016 — Devblog 98 +4 / -0 (cum +9)Jul 20, 2017 — Devblog 169 +0 / -0 (cum +9)Feb 8, 2019 — The Air Power Update +4 / -0 (cum +13)
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Filter by change type:7 types in this subject

Patch history

  1. Feb 8, 2019·The Air Power Update+4
    • 🎯BehaviorFrame Rate

      Implemented iterative entity networking to fix frame rate drops when moving through the world.

      Iterative entity networking

    • 🎯BehaviorFrame Rate

      Added custom garbage collections to reduce stuttering during movement and combat.

      Custom garbage collections

    • 🎯BehaviorRespawn SpeedFull snapshotsDelta snapshots

      Server now sends delta snapshots instead of full snapshots when spawning, resulting in faster respawns.

      Faster spawning

    • 🎯BehaviorCPU UsageOptimized

      Optimized CPU usage for GunTraps, Autoturrets, and FlameTurrets.

      Turret optimization

    • 🛠QoLDisplay ModeWindowed/BorderlessFullscreen Exclusive

      Enabled Fullscreen Exclusive by default for potentially better performance.

      Default setting

  2. Jul 20, 2017·Devblog 169
    • 🛠QoLfoliage displacement

      Optimized how foliage reacts to movement, potentially improving FPS in forested areas.

      Optimized foliage displacement

    • 🛠QoLeffect lookup caching

      Improved the caching of effect lookups to reduce CPU overhead.

      Optimized effect lookup caching

  3. Feb 18, 2016·Devblog 98+4
    • 🎯Behaviorentity despawning stutterReduced

      Reduced stuttering when leaving networking groups by optimizing how entities despawn.

      neutral

    • 🔁Reworkbuilding model systemAdded

      Implemented a new conditional model system for buildings to improve performance and visual reliability.

      neutral

    • 📊Numericmesh batch refreshesFaster

      Optimized mesh batch refreshes to increase overall game fluidity.

      neutral

    • 🛠QoLbuilding skin loadingAdded

      Added placeholder geometry for buildings while skins are loading to reduce visual popping.

      neutral

  4. Jan 28, 2016·Devblog 95+2
    • OtherUnity Version5.3.2.p1

      Updated the game engine to Unity 5.3.2.p1 for better stability and performance.

      Engine update

    • 🎯BehaviorLODs

      Optimized LODs for Dungeons, Rocks, and Pumpkin plants to improve rendering performance.

      Optimization

    • 🎯BehaviorMemory Cache

      Implemented RPC, Network, and Save cache memory optimizations to reduce overhead.

      Optimization

  5. Oct 1, 2015·Devblog 80
    • Newcollider batchingAdded

      Added server-side collider batching to bypass Unity collider limits, improving server stability.

      system

    • 🔁Reworkentity visibility queriesReworked

      Completely reworked entity visibility queries to fix various bugs and improve performance.

      system

    • Newprefab poolingAdded

      Added pooling for effects, decals, building blocks, and sounds to reduce memory overhead.

      system

    • 📊Numericauto save interval5m10m m

      Auto saves now occur every 10 minutes instead of 5, reducing server stutter.

      numeric

  6. Aug 20, 2015·Devblog 74+3
    • 🐛Bug fixrubber banding

      Fixed several causes of rubber banding and lag to improve network stability.

      Fixed causes of lag.

    • 🎯Behaviorprojectile memory allocationoptimized

      Optimized dynamic memory allocations of projectiles, reducing frame rate spikes during intense gunfights.

      Reduces frame rate spikes.

    • 🐛Bug fixrig-related operationsfaster

      Fixed player bone list to exclude mesh LODs, speeding up rigidbody instantiations and rig operations.

      Fixed bone list including non-bone transforms.