Performance
勢力推移
上=バフ、下=ナーフパッチ履歴
- ▲🎯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 snapshots→Delta snapshots
Server now sends delta snapshots instead of full snapshots when spawning, resulting in faster respawns.
Faster spawning
- ▲🎯BehaviorCPU Usage—→Optimized
Optimized CPU usage for GunTraps, Autoturrets, and FlameTurrets.
Turret optimization
- ≈🛠QoLDisplay ModeWindowed/Borderless→Fullscreen Exclusive
Enabled Fullscreen Exclusive by default for potentially better performance.
Default setting
- ≈🛠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
- ▲🎯Behaviorentity despawning stutter—→Reduced
Reduced stuttering when leaving networking groups by optimizing how entities despawn.
neutral
- ▲🔁Reworkbuilding model system—→Added
Implemented a new conditional model system for buildings to improve performance and visual reliability.
neutral
- ▲📊Numericmesh batch refreshes—→Faster
Optimized mesh batch refreshes to increase overall game fluidity.
neutral
- ▲🛠QoLbuilding skin loading—→Added
Added placeholder geometry for buildings while skins are loading to reduce visual popping.
neutral
- ≈•OtherUnity Version—→5.3.2.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