Late-January Optimization
Ventury » Devlog
Some optimizations and minor changes have been made.
- The game will load other nearby maps in the background to significantly reduce the time spent idling after a fade-out to a new area. Playing on an optical medium is much better at a marginal cost to extra memory.
- Further optimized the depth buffer and depth-based bloom. Staggered drawing is no longer necessary.
- The player character's hair has more physically driven parts.
- Melee weapons were optimized, they no longer cause frame-rate drops while active.
- The player character's melee weapons have more consistent behavior on lower frame-rates.
- Trails on melee weapons were extended to allow for two separate emission periods.
From glossydon:
I've acquired another computer, and am using it as a benchmark for minimum/average specification.
Ryzen 5 PRO 2400GE w/ Radeon Vega Graphics with 8 Gigabytes of DDR4.
Testing with this system has illustrated sore-points for the game's performance.
Some of these changes were made in response to tests with the new system.
I hope to have more to share in February. I am committed!
Files
Ventury-WINDOWS-x86.7z 148 MB
3 days ago
Ventury-X11-x86.7z 147 MB
3 days ago
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Ventury
A work in progress!
Status | In development |
Author | glossydon |
Genre | Adventure |
Tags | 3D, Action-Adventure, Fantasy, gamepad, Low-poly, Singleplayer, Third Person |
More posts
- Mid-January Optimization13 days ago
- Mid-December Test43 days ago
- Mid-November Combat Tweak73 days ago
- Mid-November Test81 days ago
- Mid-September TestSep 13, 2024
- Mid-July pulseJul 15, 2024
- Long time, no see!Jun 18, 2024
- Grass! A Horse!Jan 15, 2024
- Water and minor fixesJan 12, 2024
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