The virus is loose across the Bay Area. Flashpoints are erupting across the peninsula as entire districts fall into chaos and infected swarms push deeper into civilian zones. CERC forces are already in the field. Embedded military reporters and frontline operators are transmitting battlefield coverage directly from active operations. The images above were captured during recent combat deployments across the region. These transmissions come directly from the front. The battle for the Bay Area has begun.
As outlined during CERC HQ on Saturday, we are continuing to refine the core of Cepheus Protocol across performance, pathfinding, system scalability, and quality of life. A substantial portion of this work is already live on Experimental. Feedback through Steam and Discord has reported that the current build is already substantially smoother and more stable, with some players describing the difference as light years ahead of where the game was only a few weeks ago. Those gains are available to test now, but they are not the end of the current pass. Additional improvements are coming throughout Tuesday and Wednesday as we continue profiling the remaining bottlenecks and stress testing larger sessions.
Substantial performance gains already live on Experimental
Additional performance work arriving throughout Tuesday and Wednesday
Fog of war processing moving toward the GPU
Further pathfinding and collision refinement
Managed systems replacing large numbers of independent timers
Weapon, projectile, vehicle, and visual effect optimization
Class and ability cycling inside mixed selections
Saved building layouts and squad composition presets
A community audit for remaining bugs and quality of life issues
Recent Experimental builds have already reduced several of the largest performance hotspots found during our earlier stress tests. Parts of the combat loop, weapon processing, projectile updates, character handling, and independent unit timers have either been reduced substantially or removed from the primary list of frame time offenders. Pathfinding, collision, muzzle flashes, projectile effects, helicopter visuals, turret effects, and several Niagara systems have also received improvements. The current build gives us a much stronger baseline, while the remaining fog of war spikes, vehicle costs, and extreme late game cases continue to be addressed.
Fog of war remains one of the largest systems in the current performance pass. Larger populations create more visibility checks, and those checks can stack together during the same frame. We are moving more of that workload toward the GPU so the CPU remains available for AI, pathfinding, combat, vehicles, and replication. The replacement also uses prepared height and topology data from permanent world structures. Instead of repeatedly tracing through the same building or rock face, the system can reject impossible sight lines early and reserve detailed checks for corners, rooftops, openings, and elevation changes.
The same work allows fog of war to better understand vertical space. A unit standing at street level should not automatically reveal everything happening on a rooftop simply because it falls inside the unit's horizontal vision radius. Helicopters, scout drones, elevated infantry, and properly positioned observers will become more important for revealing rooftops and concealed threats. This also creates a stronger foundation for future ambush behavior from infected and civilian factions.
[expand type=details expanded=false]
Moving more visibility processing from the CPU to the GPU
Using prepared height and topology data for permanent structures
Skipping visibility traces when an obstruction already makes sight impossible
Separating rooftops and lower street levels into more accurate visibility spaces
Reducing synchronized fog of war spikes during high population sessions
Testing the replacement during heavy combat, long sessions, and large infected spreads
[/expand]
Characters, vehicles, weapons, and components previously maintained large numbers of independent timers for systems such as fuel, health, inventory, abilities, gas exposure, and combat state. During larger sessions, thousands of otherwise small updates could align on the same frame and create a sudden spike. A large portion of that work has already been moved into shared managers and subsystems on Experimental. These systems can distribute updates across multiple frames while tracking the actual time elapsed, preserving the intended result without forcing every unit to process simultaneously.
Stress testing also exposed cases where hundreds of muzzle flashes, projectiles, and Niagara effects could activate during the same frame. Several of these effects are already cheaper on Experimental through reduced update rates and revised emitters, with more work continuing on extreme combat cases. Large battlefield elements such as missiles, artillery shells, mortar rounds, and other visible threats will remain high priority. Smaller visual effects can be evaluated more aggressively based on distance, visibility, camera position, and whether a player could reasonably observe them.
Turret targeting is being separated from visual animation frequency. Previously, a turret could become slower or less reliable when it was off screen or when the animation budget reduced how often its mesh updated. The new approach calculates targeting through gameplay logic while allowing the visible turret to follow for presentation. Weapons can still preserve deliberate setup and firing delays, but their effectiveness will no longer depend on whether the host is looking at them.
Large/Long sessions cooperative or single player can involve thousands of removed trees and other landscape objects. The previous comparison path became increasingly expensive as that removed object list grew over time. That system is being reorganized so newly removed objects can be identified without repeatedly searching the complete list. This primarily targets long sessions where the map has been heavily altered.
Broader collision and navigation problems involving rock faces, terrain transitions, and several map areas have improved substantially. These changes are already present on Experimental, and the remaining reports are increasingly tied to specific layouts rather than widespread navigation failures. The remaining edge cases commonly involve ramps, bridges, formations, structures, terrain layouts, or unusual player built configurations. Save files remain extremely useful because these failures can depend on the exact units, orders, formation, and map state involved.
Work has resumed on North San Francisco now that the broader navigation issues on the other maps have stabilized. The road network is being rebuilt through a more optimized static mesh workflow rather than relying heavily on the older spline system. The updated process takes longer to author, but the resulting roads can be instanced and streamed more predictably. This gives the map a more scalable foundation as it moves toward a fully playable state.
Alongside the performance work, we are preparing another wave of quality of life improvements focused on reducing repetitive inputs and getting players back into combat faster.
Remove individual units without clearing the entire selection.