BRICK · public · first seen
This is the largest update since the map release: 43 changes covering the freezing, the entire art style, every car, the characters, the props, the adverts, and a controls system players had been asking for. 1. The freezing is fixed
This was the complaint that mattered most, and it deserves the honest version. The game stuttered every few seconds while moving or turning. It was worse on HIGH, and switching to BALANCED made it stop — which is what eventually gave it away. There was never one cause. There were six, and each was hiding behind the last: Six arcade cabinets were more than half the world's triangles. 1.55 million between them, in a game whose entire city is around 1.3 million. Decimated to 1.7 MB total.
The scene was recalculating 34,000 object positions every frame, whether or not anything had moved — 15.1 ms of every frame, before a single triangle was drawn. Static scenery is now frozen in place. Frame cost fell to 4.2 ms.
Shaders were being compiled as you drove into them. That is the stutter that fades the longer you play — each new combination of material and light compiled the first time you saw it, one street at a time. They are now compiled up front.
The cel-shading toggle silently destroyed the sky, and from that moment the day/night update threw an error on every visual tick for the rest of the session.
One late spotlight on the first car you approached invalidated all that pre-compilation, so it had to happen again.
The sky reflection was being redrawn every two seconds, forever — six render passes each time, for a reflection of a sky that had not changed.
What you will notice: one pause of a few seconds while the world loads, and then no stutter. That pause is deliberate — it is the shader pre-compilation doing at load what used to happen in your face while you played. Kevin's own verdict on the fixed build: "one 4 second freeze and then did not freeze again at all."