Performance + Fixes: Update 1.55.454 Released For All
[p]Hello everyone![/p][p]
Thanks to everyone who playtested the update in the last days. I just moved it to the stable branch for everyone to download.
[/p][h3]Changelog[/h3]
Thanks, and happy playing![/p]
Thanks to everyone who playtested the update in the last days. I just moved it to the stable branch for everyone to download.
[/p][h3]Changelog[/h3]
- [p]Managed to make a bit of a breakthrough in simulation performance.[/p]
- [p]We observed speedups on the CPU between 17 - 320% in very large cities.[/p]
- [p]It probably depends a lot on your actual city, please don't have too high expectations. Some traffic setups might be unaffected. Test and let us know if it made a difference for you![/p]
- [p]If your game is GPU-bound (meaning graphics settings make a big impact on the frame rate), then this won’t do much. But, if you’re building large cities and are hitting a CPU limit (fast forward slows down your game), this should help.[/p]
- [p]Added a slider for UI volume in the settings (link).[/p]
- [p]Fixed a bug where the passenger deck bonus to habitat consumption would not be saved properly (reported by AronJerda on Discord).[/p]
- [p]Fixed an issue where the traffic light tutorial would not open the encyclopedia on the correct page.[/p]
- [p]Fixed an issue where it was possible to build tiny, 0-length streets, which didn’t do anything except show a red error (reported by yogomove on Discord).[/p]
- [p]Updated some translations.[/p]
- [p]Fixed an issue where some tutorial messages would be titled like “Tutorial: Tutorial: …” (reported by zytukin on Discord).[/p]
- [p]When placing buildings, it takes a couple of frames to switch into drag-building mode. This should reduce the number of times people drag-build by accident (suggested by Bayonette).[/p]
- [p]Special shoutout to InfraSpace modder Bayonette, who worked with us on the following 3 improvements. Thanks a bunch![/p]
- [p]Fixed a bug where some cars could get deleted in traffic jams on the small outgoing roads of buildings, leading to lost resources.[/p]
- [p]Rebalancing so that buildings with integrated roads ask for more delivieries at once (especially buildings like the large storehouse or the mega-buildings used to take in items slower than their connects would allow).[/p]
- [p]Fixed an issue where some objects would not be marked red when selected for lasering.[/p]
Thanks, and happy playing![/p]