
DEMO UPDATE PATCH NOTE V1.5.3
- Safety added to the NPC camera: if you are too close to an NPC and start a dialogue, their camera will be shifted to avoid filming the player's interior.
- DLSS settings no longer reset.
- First loading screen: added a safety measure for systems with limited RAM. The cutscene will now start once the main level is loaded and won't wait for the menu level to be unloaded. This avoids getting stuck on the loading screen for too long on lower-end systems.
- Bigger subtitles and fix of some overlaps with UI
- First building stairs: adjustments to the "teleporters" + a text now clearly explains what is happening while you are being teleported upstairs/downstairs.
- The "Update your ID" objective is now called "Register your address" to avoid confusion.
- You can no longer access the precinct by taking the leftmost street, which caused you to miss a cutscene. This street will be unlocked later.
- If you open the menu during a cutscene, the player UI will no longer appear when closing the menu.
- Driving: the max steering angle has been changed from 0.7 to 0.8 to make turning easier.
Performance:
- Optimization of the rain and other particle systems with improved culling.
- New ground fog method, drastically reducing shader complexity.
- Some 4K textures have been downgraded to 2K to improve RAM management. 4K wasn't necessary here, and you won't notice the difference, even on a high-end PC. Despite the use of Virtual textures, this is still better optimized
Others:
- CPU performance test: using Packed Level Actors for areas with lots of similar meshes. I'm testing this experimentally; this may slightly improve Game Thread performance, and in the worst case, it shouldn't affect performance.
I'll now focus on advancing on the main story, while I might still update the demo in the following weeks!
Also: GeForce NOW availability for Cloud Gaming!
The game has been registered for cloud gaming and should be available in the coming days, if not as early as today.