Open tsunamayo opened 2 years ago
Build is up. Not super exciting for you as it is one of those techy build. Experimental for now as I expect a few issues as plenty of stuff where changed... Thanks
optimization and efficiency mean bigger battles and more bricks for entry computers. This is perfect!
Tsuna, the light is not pulsating with the RGB block.
If you turned on the Red Alert in Captain Ahd's Star before this fix, you would have seen the white lights go from white to red and blink/pulsate throughout the ship.
Now, the red lights come on and pulse, but do not seem to emit red light, and the white light stays on full time as if the RGB block was never engaged.
I dunno, performance looks about the same in such battle scenario: 1 Yagini Heavy Cruiser vs 5 hostile Ancilia Corvettes
Default branch:
Experimental:
GPU: 2080Ti CPU: 3900X Res: 3440x1440
Oh, and the Flood Lights seem to be broken - they don't produce the volumetric light shaft or do, but it's weirdly occluded. It happens accross the board, so just plop one down and you will get this result.
@Servomotor okay I am having a look at it. @Kaiser-Indrasil well vfx was simply not the limiting factor in combat. I am pretty much sure it must be the physics computation as they are super super heavy, but thanks to this refactor I will be able to multi-thread those too. It should have fixed the floaty vfx on beam too. I did it mainly because I need this for gas harvesting...
@tsunamayo Ooh, I see, that's a pretty important info bit! So the limiting factor in this case is physics simulation, gotcha. Thanks for clarifying.
@Servomotor Issue fixed! I will push a new hotfix soon.
A new optimization approach to visual FX has been introduced levering on the latest engine breakthrough. It will allows much greater performance in VFX intensive situation like space combat. All particle systems have yet to be converted (for now Laser / Beam and multitool sfx has been converted)
New system features:
Some more tweak have been made to Light rendering: