1. Dirge
  2. News
  3. v1.5 - GPU Optimization

v1.5 - GPU Optimization

Gather 'round, brave Dirgelings, for a tale of terror and optimization that will chill you to your very code! Version 1.5 of our spine-tingling Dirge has clawed its way out of the depths, forged from the nightmares of our Discord denizens and the haunted whispers of Steam Discussions. With every keystroke, we've danced with the devil of GPU optimization, heeding your wails for salvation from the abyss of lag.

In this update, we've descended deeper into the darkness than ever before, armed with nothing but our wits and a few lines of code. Through the twisted labyrinth of lower-end systems, we've navigated with all the grace of a zombie in a dance-off, employing the arcane arts of Instanced Static Meshes and the eldritch sorcery of Nanite to wring out every last drop of FPS. Each frame gained is a triumph over the encroaching gloom, a glimmer of hope in a world shrouded in pixelated horror.

So sharpen your mice, fortify your graphics cards, and prepare to embark on a journey into the heart of darkness, where the only light is the flickering glow of optimization. Follow us on social media and brave the depths of Steam, where the nightmares of optimization await!

[h2]Optimizations[/h2]
  • Converted all architecture, terrain, and décor for all maps into instanced static meshes where possible.
  • Split all architecture, terrain, and décor for all maps into sub levels.
  • Recalculated every lightmap resolution for every mesh.
  • Reduced the number of stationary lights in favor of explicitly static or movable where possible.
  • Built custom light BPs for certain situations to maximize visuals and minimize performance.
  • Converted common map elements into BPs where it made sense.
  • Removed negative scale meshes where possible.
  • Rebuilt all volumes that had modified scales in favor of custom geometry.
  • Added Lightmass Importance Volumes
  • Enabled Nanite on architecture, terrain, and décor meshes that were non uniform and over 5k polys.
  • Wakefield Traffic system now reuses actors instead of continually spawning them.
  • Wakefield Traffic system cars now have no child actors for performance.
  • Removed ActorPool's impact on lighting.
  • Added caching of attachment data information.


[h2]Additions[/h2]
  • Added working light switches
  • Added option to show or hide the sidebars after using.
  • Wraith now auto exits sarcophagus when overage rest is full
  • Added more lighting in Quetico Caves and Quetico Lodge so it's easier to see.
  • Added Speedrun achievement for Wakefield.


[h2]Changes[/h2]
  • Storage room lootable stillage are now fully randomized.
  • Refreshed contributors on the credits page.


[h2]Fixes[/h2]
  • Fixed bug where cars would spawn with Christmas content outside of December.
  • Fixed bug where Twig Blights were "stealing" loot from Tenomes.
  • Fixed bug where holding drop with controller wouldn't show timer for dropping weapon
  • Weapon attachment timings should be smoother.


Version: 1.5
Build: branches/Dirge_v1.5-DirgeSteam-UE_5.3-Shipping-445-8819