Voxel Turf
Voxel Turf 1.0.15
Version Date
Oct. 4, 2017
Patch Notes
Patch Notes: Version 1.0.15 (Experimental)
EDIT EDIT: 1.0.15b Removed memory optimisation as it wasn't working on some ATI machines. Reduces microstutter on loading new areas, polishes dynamic draw distance, fixes CTD due to multithreaded race condition.
VERSION: 1.0.15b
================
- [Misc] - Reverted the graphics memory optimisations back to 1.0.14, because ATI's half-float support is garbage.
- [Misc] - Moved geometry upload to after swapbuffers() because ATI likes to wait (and pause!) for vsync to upload geometry, causing microstutter.
- [Misc] - Geometry upload is now done asynchronously for far-away chunks. This reduces microstutter, the tradeoff is that far away buildings may flicker when first loaded.
- [Bugfix] - Fixed client CTD when:
– Rapidly switching between special buildings
– Entering an office tower spam area.
– These were both due to the same multithreading race condition
- [Misc] - Smoothed out the dynamic draw distance algorithm. It'll now start reducing draw distance when your framerate drops below 51.00 fps, and gradually restore when above 59.94 fps.
EDIT: Version 1.0.15a fixes shaders on ATI cards (again)
VERSION: 1.0.15a
================
- [Misc] - Vertices now use floats for position and half-floats for textures (because ATI doesn't support half-float vec3s *headdesk*)
This means that memory reduction from 1.0.14 is now 15% (down from 30%).
- [Misc] - The game now attempts to fetch the video memory size on ATI cards
Version 1.0.15 (Experimental) is live. Select through the Experiment branch in Steam's beta section (Steam -> Right Click Voxel Turf -> Betas -> select Experimental). Please give it a go!
Saves are compatible backwards and forwards with 1.0.14 (and down to 1.0.12)
Massively reduces VRAM usage and provides scaling draw distance for the client. Because this changes vertex format in graphics memory I need feedback before I can set it live for everyone.
VERSION: 1.0.15
=================
VtClient Memory management & performance:
Note: None of these situations should be encountered in normal gameplay! This is for situations where you drive into an office tower spammed region, or if you're playing on a potato and the game becomes unplayable
- [Misc] - The game uses half-floats to store vertex data on the GPU, reducing all-case vram usage due to geometry by 30%
- [Misc] - Draw distance reduces in stressful situations
- [Misc] - When the client hits 70% VRAM usage it'll enter a panic mode to save the remaining 30%:
- - It'll stop creating LoD chunks
- - It'll aggressively unload chunks not in the draw distance
- - It'll exit panic mode when below 50%.
- - If the client hits 100% VRAM usage it gets a lot more aggressive
- [Misc] - The client will stop building chunk meshes that are significantly out of your draw distance. This is to stop all your VRAM being eten
- [Misc] - If you're at the "Rendering Chunks" screen and GPU panic mode engages it'll take you right into the game
VtServer:
- [Misc] - When connecting to a server, city downloading progress is displayed (instead of displaying a frozen "Downloading Chunks 0%" which makes players think that the connection is buggered up)
- [Misc] - The server will allocate more bandwidth to players if there are only a couple on the server.
– NewBandwidth = (2/(nPlayersConnected^2) + 1) * OldBandwidth
– The number "2" is a define. Edit settings/serverprefs_1003.txt and set "Bandwidth multiplier"
– If the server detects packet drops with a player this "bonus" is set to zero (NewBandwidth = OldBandwidth)
– This is change is because the default server configuration is a little pesimistic and doesn't scale with player count
- [Misc] - You can specify the spawn/despawn distance for AI cars and civilians in settings/serverprefs_1003.txt
Balance:
- [Misc] - The gunshop now has a customer demand of 600 (down from 1200).
- [Misc] - The (unmodified) income per person for a building is now capped at $400 (this is to prevent LexxyFox's giant steel cubes of infinite wealth)
QoL:
- [Misc] - Slider for mouse sensitivity now goes down further
- [Bugfix] - Fixed AI factions declaring war on allies and war allies
- [Bugfix] - Fixed "nn" appearing in loading screen tips