RIG Riot · beta, public · first seen
Hey folks, hope you're well. I've been very encouraged to see how positive the game's reviews have been so far, and I also appreciate your patience while I work on getting bugs sorted out. Since the change to the names of the game modes it seems like more people are playing Standard(formerly Assault) mode and having a good time, which is great! I've also noticed that some folks have had more performance challenges in this mode. This is to be expected, of course, with the higher quantity of enemies causing a greater draw on the CPU. I'm looking into things to try and help this, including a potential slider to let you adjust how many enemies are able to spawn at a time. Overall RIG Riot is run almost entirely on the CPU. This is because I've found that moving things to the GPU tends to especially tank performance for people running the game on integrated graphics, a use case I didn't expect but want to support as much as I'm able. A challenge with having so much on the CPU, though, is that it's not as obvious to me how I can provide player-adjustable settings to make the game run better on hardware that is not entirely up to snuff. I'm continuing to research and think about options, though, of course.
Additionally, I just updated the minimum and recommended specs on the game's steam page. The original specs were on my wife's computer and on an older build. The new specs were determined based on builds that community members have tested, then increasing them a little to try and provide some headroom. Sorry for not getting that updated sooner, hopefully they will provide some helpful context on what you can expect performance-wise with the game in its current state.
Anyway, back to the bugfix mines. Keep letting me know if you run into issues and I'll keep working to get them all addressed! You're all the coolest.
-Sage
Changes
Improved stability by adjusting rendering settings (Note: this is to address situations where certain players would see their frame rates drop when looking in a certain direction. Your maximum frame rates may be a bit lower with this change, but overall frame rates should be more consistent. Let me know if you get any major issues because of this)
Various adjustments to try and improve optimization
Removed the floor platform from one of the Prison hotspots as it was causing visual bugs and didn’t really add much to the presentation
Flare Duelists are now anchored to their flare’s location, similar to pilots fought as part of objectives. This means they will try to stay within that space while fighting, and they will also be teleported back if they get too far.
Increased size of flare smoke effect
Bug Fixes
Adjusted the distance hotspots are placed from one another to try and reduce situations where enemies spawn inside of geometry
Further adjustments to hotspot spawn points to try and prevent things from spawning underground or inside geometry
Adjusted the descriptions of some achievements to reflect the new names for the game modes
Adjusted how the game handles enemies falling off the stage to prevent a softlock caused by objective enemies falling off the stage
Fixed interactables spawning under the stage
| Depot | New manifest | Previous manifest |
|---|---|---|
| 3180341 | 8396594747835859884 | 1009376830928816587 |