Meta Progression And More...
[h2]Greetings!
[/h2][p]What’s new:
A character meta progression system has been introduced. [/p][p]There are currently 7 ranks, and each rank features a set of skills you’ll have to make moral choices between.
At the moment, 32 skills are available.
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(The skill system is still fresh, so there might be some bugs if something doesn’t work as expected, please report it here or in the Discord group.)
[/p]
Its key feature is that all tracks on the map are drawn in just 2 draw calls, regardless of how many there are. [/p][p]Another important aspect is Auto-Skinning, the manual track skinning is no longer needed. [/p][p]Previously, integrating a new vehicle required manually skinning the tracks and attaching them to bones (a time-consuming and inefficient process). Now, the entire skinning process is automated, and the rendering and deformation of the tracks are fully GPU-driven.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]“Hyper Batcher”[/p][p]The second major module is an alternative rendering method for huge numbers of static objects on the map. [/p][p]Many of developers know about Unity’s Static Batcher, which merges static objects to send them to the GPU as a single batch, improving frame rendering time.
It’s an important optimization technique. but it has limitations. To overcome those, I developed Hyper Batcher.[/p][p][/p][p]Below are the performance comparison results using Hyper Batcher:[/p][p]
[/p][p]
Without further comment that’s a massive performance boost.[/p][p]A small GIF below shows that every object remains fully controllable despite the batching.[/p][p]
[/p][p]
The new patch is already on the way, focused on improving the overall gameplay experience and can’t wait to share more soon.
Stay tuned, and thank you to everyone showing support with thumbs up![/p][p]- Dev[/p]
[/h2][p]What’s new:
A character meta progression system has been introduced. [/p][p]There are currently 7 ranks, and each rank features a set of skills you’ll have to make moral choices between.
At the moment, 32 skills are available.
(The skill system is still fresh, so there might be some bugs if something doesn’t work as expected, please report it here or in the Discord group.)
[/p]
- [p]A lot of work has been done on the backend side as well.[/p]
- [p]Tracked vehicles have been significantly optimized, and new vehicle models are already being integrated.
[/p]
- [p]Fixed missing interfaces on certain types of vehicles.[/p]
- [p]Fixed incorrect LOD behavior on environment objects.[/p]
- [p]Fixed melee kick while holding a weapon. (A perk is now required to break doors.)[/p]
- [p]Fixed a bug where bots would run away after losing sight of their target.[/p]
- [p]General optimization improvements.[/p]
- [p]Increased average speed of wheeled vehicles.[/p]
- [p]Improved inventory and character UI.[/p]
- [p]Various items are now added to the player’s personal inventory every day.[/p]
Its key feature is that all tracks on the map are drawn in just 2 draw calls, regardless of how many there are. [/p][p]Another important aspect is Auto-Skinning, the manual track skinning is no longer needed. [/p][p]Previously, integrating a new vehicle required manually skinning the tracks and attaching them to bones (a time-consuming and inefficient process). Now, the entire skinning process is automated, and the rendering and deformation of the tracks are fully GPU-driven.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]“Hyper Batcher”[/p][p]The second major module is an alternative rendering method for huge numbers of static objects on the map. [/p][p]Many of developers know about Unity’s Static Batcher, which merges static objects to send them to the GPU as a single batch, improving frame rendering time.
It’s an important optimization technique. but it has limitations. To overcome those, I developed Hyper Batcher.[/p][p][/p][p]Below are the performance comparison results using Hyper Batcher:[/p][p]
[p]Test[/p]
[p]Unity Static Batcher[/p]
[p]Hyper Batcher[/p]
[p]Objects[/p]
[p]~1000[/p]
[p]~1000[/p]
[p]Unique Materials[/p]
[p]199[/p]
[p]199[/p]
[p]Unique Textures[/p]
[p]199[/p]
[p]199[/p]
[p]Shadows[/p]
[p]4 cascades, 1500m distance[/p]
[p]4 cascades, 1500m distance[/p]
[p]Batches[/p]
[p]199[/p]
[p]43[/p]
[p]SetPass Calls[/p]
[p]180[/p]
[p]25[/p]
[p]Shadow Casters[/p]
[p]709[/p]
[p]31[/p]
[p]Render Thread[/p]
[p]1.5ms[/p]
[p]0.5ms[/p]
Without further comment that’s a massive performance boost.[/p][p]A small GIF below shows that every object remains fully controllable despite the batching.[/p][p]
The new patch is already on the way, focused on improving the overall gameplay experience and can’t wait to share more soon.
Stay tuned, and thank you to everyone showing support with thumbs up![/p][p]- Dev[/p]