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Din's Legacy - Performance Improvements
by Myrthos, 2018-12-16 23:07:38
A new patch for Din's Legacy has been made available. This patch (number 17, since the game is available in Early Access and the additional patch 18) focusses on performance improvements.
- fixed long loading times on some maps (Doesn't Learn From Mistakes/Destro)
- moved ogg decoding to own thread (music and 2d sounds) - should be a bit faster and allows music to play during loading
- now static models (1 animation with 1 frame) always go down static vbo path (test went from 50.8 to 60.8 fps)
- now all dead monsters of the same type shares the same vbo (test went from 66.2 to 71.0 fps)
- fixed addObject in spawnAreaBlock to not reference modelResource so much less likely to pause waiting for resource to load
- fixed effects being generated in light and shadow mapping passes (speeds up test from 48 to 60 fps)
- no longer sort draw surfaces in normal draw and shadow mapping pass (already sorted in light pass)
- fixed explosion precaching not working correctly
- improved projectile precaching
- now make sure don't get in an infinite loop when precaching (don't think it has even happened yet, but as it gets more complex it would happen without protection)
- now precache hazards
- now precache objects
- precached a bunch of small things better
- now precache swipes better
- hooked up 4 new mail/plate male player skins
- now precache money sound and soulstone model
- now precache footstep sounds
- now precache basic elemental effects
- precached status effect assets better
- now precache level ambient objects
- fixed a bug in PlayerClient::getTitle that might have been causing a rare Character menu crash (eddieray7)
- fixed music not playing in menus
- sped up StatusEffectBase::processDatabaseEntry (test went from 23 to 12 seconds)
- now more particles combine into the same surface - speeds up particles a little (4% in stress test)
- now gameShared->getPackedDatabaseEntry uses database hints - should speed up loading some
- fixed PlateSteel_d.tga being wrong tga type (prevented it from being compresses and included in public build)
- no longer calculate hash multiple times for DatabaseEntry::getAllValues type calls (overrides/addsTo/base)
- now when looking up each database entry base, uses the hint from the current subdatabase to speed up search
- fixed infinite loop if change SERVER_FRAME_TIME
- can now change the server frame time with serverFrameTime user var (default is 50)
- fixed on old whirlwind effect being referenced
Information about
Din's LegacySP/MP: Single + MP
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: Released