Demo Patch Notes

AVROPOLIS Demo · published

Hey everyone, I've prepared a new patch with an optimization pass that improves both GPU and CPU overhead as well as frame stability, including some other changes.

Here's the details:

  • Removed saferoom banner that was blocking door view

  • Updated and optimized in-world text, reducing overhead

  • Adjusted various trap and ambiance volumes

  • Optimized, and slightly reduced radius of some trap colliders

  • Added some extra VFX for gold pieces

  • Increased chance of dropping pistol mags from worms

  • Added chance to drop sticky bombs from worms

  • Optimized the real-time lighting system, greatly reducing CPU overhead, and increasing frame stability

  • Updated and improved grass quality, and the annexed shader

  • Various optimizations in the saferoom / checkpoint

  • Various mesh, and material optimizations

  • Various mesh UV optimizations

  • Static geometry will now use Shadowmasks + Indirect lighting

  • Dynamic objects will now use Light Probes as lighting data

  • MSAA will now start disabled by default

  • Added a fix for canted HMDs (like Pimax) to avoid incorrect occlusion culling

  • Lowered volume of typewriter SFX when reaching a checkpoint

  • Moved tutorial waist/belt before sticky bombs

  • Player waist will now start unlocked by default (waist safety lock can be activated in options through tablet)

  • Updated some descriptions in the demo onboarding room

NOTES

This patch was mainly thought for improving frame stability, but it also increased overall visual quality.
There are some other tweaks based on feedback and other playthroughs I've watched.I'm always looking for player feedback in order to improve the overall experience.As always, thanks for playing!

— Marco