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ReThink 4NewsSome of the smaller improvements/changes.
Community

Some of the smaller improvements/changes.

ReThink 4 · published 18 Aug 2022, 01:39 UTC

All newsPlayers around this dateRead on Steam

Hello,

today I dont have anything too special, just 3 short videos of some of the changes/additions etc. I have mentioned in the past.

Aside from that, since some people were concerned about the game, these videos show the game as it is right now (when writing this).

Important:
Please do not use the FPS-Counter in the top left as an indication of "how it runs on low end hardware", since the game still contains the same settings that previous games had, with similar performance. (The graphics you see here are optional, not mandatory.)

I will talk more about performance and how everything scales closer to release, but its fine.

Everything is still unfinished, I am aware of some visual issues in some of the videos (too dark trees, missing decoration etc.)

As I already said in the past: I took every feature from previous games (RT and RTE) that was not stupid, and put it into the game, two of these are shown off here. To be more precise: The rotating walls/floor-thing comes from RTE2, while the flippable walls originally were in RT2. (but there is more, I just picked these two, for now.)
Watch on YouTube

The second video shows two things:

First part: How the cubes with two lasers work now, and the additional markings on the tiles for situations where you cant see the bottom half. All cubes have these, the Reflectors dont need them for obvious reasons.

Second part: I changed the "thing" that is used to select/deselct/move cubes around in a way, so that it becomes taller/more visible the further away it is from you. I did this, so that it is easier to determine the precise location on walls and in larger puzzles.
Watch on YouTube

Third video shows:

First part: just a quick overview of a part of one of the earlier maps, nothing special. I put this in, to show that the Screenshots etc. are real, not some photoshopped/pre-rendered thing which is impossible to run in realtime.

Second half: The new Teleporters, since the game needs to change maps sometimes. (even though, maps are already quite large now.)
Please ignore the "hiccup" after teleporting, this is a known UE5-issue it seems, it happens when UE5 is done compiling the shaders it needs (for some reason, DX12 does that at runtime) - improvements to this are on the UE-roadmap for 5.1. (which I hope to come out before the game is released, otherwise I will update it after release.)
Watch on YouTube

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