The First Patch is here (0.4.7)!


After a couple of weeks working on performance improvements for the demo, the first patch is finally here! We know a lot of people had issues playing the game due to poor optimization and we're really sorry for that. We worked really hard since the release of the demo to make sure most of these issues were dealt with. We've made many changes to how the levels are loaded and this should reflect in much better performance. We also made some small changes to the game in general, like level design adjustments and tweaking some materials. Here's a list of all the changes:

  • Levels are now loaded separately with multiple threads. This makes the game run much smoother, at the expense of adding a very short loading screen between the levels.
  • All materials are now correctly loaded and cached on load. This should prevent short freezes at the beginning of the demo.
  • Several objects have been optimized to be less taxing on the performance.
  • Added a tutorial for the Photo Mode.
  • Hidden objects now have more visible edges.
  • Beam selector now only activates once the player reaches its tutorial.

One small setback is that, due to so many changes, the game saves from the earlier version aren't compatible with the new version. So if you played before, your progress will be lost (the game doesn't delete the old save, though, so you can always go back to the previous version and not lose your progress). We'll do our best to make sure this doesn't happen from now on!

That's all for now, we hope everyone enjoys this update. If you haven't played yet, go give it a try and if you already played, go play again! See you next time! ๐Ÿ’—๐Ÿงก๐Ÿ’›๐Ÿ’š๐Ÿ’™๐Ÿ’œ

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Comments

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The optimizations are very good but I think you should reduce the poly count for those trees. My GTX 1660 is having some noticeable slowdowns when crunching those high poly leaves. By the way, it seem like the camera movement is not tied to delta time or calculated in _physics_process because it also slows down with the FPS. You should either tie it to delta time to put the logic in _physics_process so that the camera won't have sluggish movements when FPS is low.


Footnote: the way that the game load in different levels really reminds me of Half Life(being able to go back, etc). Mind sharing how it's done?

We're aware that the trees are heavy, that's something we'll change for the next version.

All of our camera processing is done in _physics_process, could you maybe send us a video showing the problem? We haven't been able to reproduce it.

Our loading is a bit complicated, but I'll try to explain. First we create a cache with all the materials in every level that will be used, then when you go to a new level, we use another thread to load it. We place it in the correct position in front of the player, where it would be if everything was loaded at once, and then we free the previous level. Check out the background loading tutorial in the Godot's documentation.

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Here's a video demonstrating the said sluggish camera movement. I tested this by moving my mouse quickly and then stop. The camera took noticeably longer to come to a stop(at least that's what it feels like).

Oh, I see. Thank you so much for reporting the issue and taking the time to record it! This really helps us. We'll investigate it further and see if we can find it and solve it!