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DIRECT CONTACTNewsAnimation System & Performance Optimization
Game update

Animation System & Performance Optimization

DIRECT CONTACT · published 18 Aug 2026, 13:52 UTC

All newsPlayers around this dateRead on Steam

I have just deployed a quick hotfix for Direct Contact (Fubar Mode) addressing animation montage conflicts, locomotion blending, and runtime AnimGraph performance optimizations.


1. Animation & Locomotion Improvements

  • Sprint & Action Montage Conflict Fix: Resolved an issue where initiating a sprint while reloading (or playing character action montages) would abruptly break animations and cause harsh pose snapping.
  • Dynamic Montage Blending: Locomotion states now dynamically detect active upper-body and full-body montages (such as weapon reloading, checking magazines, and tactical interactions), allowing animations to finish smoothly without interrupting movement.
  • AnimGraph Fast-Path Performance Optimization: Refactored runtime animation graph logic to fully utilize multi-threaded Animation Fast-Path execution, eliminating thread-safety overhead and reducing CPU frame cost during intensive combat encounters.

🌐 2. Stability & Network Replication

  • Locomotion RPC Optimization: Optimized animation state evaluation across client and server to eliminate unnecessary network RPC dispatches during rapid locomotion transitions.

Thank you for your continuous feedback and reports! Track ongoing tasks in real-time on our live Operations Board at directcontact.no/operations.

— ED (Mountain 881)

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