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SNØ: Ultimate Freeriding News

If the demo for this magical Scandinavian skiing game is so "serene" then why do I die constantly

The demo for SNØ: Ultimate Freeriding isn't that new. It actually came out in September, but I'm filing it under the secret best unspoken RPS site category of "News (To Me)", a whizcrack piece of web 3.0 technology that allows us to travel back in time and 'announce' things that don't seem any less noteworthy for their advancing age.


If you think that's a desperately cavalier and confusing way to run a news section, I can only suggest that you email a complaint to our news editor. Spoilers: our news editor is me, and I have already thrown your complaint in the bin. Mate, I don't tell you how to do your job, but I'd be more than happy to, if you let me know what it is. Anyway, what were we talking about. Oh yeah, skiiing!


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Patch Notes

As a part of our major optimization update we did a lot of under the hood changes. I rewrote and shuffled around on some of the game's core logic for managing terrain chunks and spawning of obstacles. After doing some internal testing, we discovered that the game performed worse than before under certain circumstances. After making such a big deal about the performance update we really felt that we had to address these issues.

Here is the stuff that is fixed in version 0.1.16.24

🛠️ Fixes 🛠️
  • Balanced the timing of spawning in new obstacles to avoid frame drops
  • Fixed bug that caused all despawn operations to happen instantly instead of being timed. This contributed to frame drops.
  • Removed an end of demo biome that could cause game to crash.

😜 Known issues 😜
  • Chasing a rabbit through certain forests/terrain can still cause frame drops.
  • Some of the end of demo biomes feature unoptimized obstacles and can cause frame drops.


Best
Alex
SG

Devs of chill arcade freeriding game SNØ: Ultimate Freeriding use the Steam Deck as their performance target

SNØ: Ultimate Freeriding is a recent discovery that looks wonderful. A chill arcade freeriding game where it's just you against the raw wilderness and they plan to have it working to perfection on Steam Deck.

Read the full article here: https://www.gamingonlinux.com/2024/11/devs-of-chill-arcade-freeriding-game-sn-ultimate-freeriding-use-the-steam-deck-as-their-performance-target

SNØ + Steam Deck = ❤️

Alex recently posted a performance update with an accompanying changelog, but I thought I'd just talk briefly why and how we optimized the game and why we decided to use the Steam Deck as our target hardware for our optimizations.

The why is pretty easy: We love smooth gameplay, and anything less than 60 fps was unacceptable to us when it came to SNØ. The gameplay is all about hitting perfect smooth curves and achieving a sense of flow while doing high speed maneuvers. Although the game play good even with some frame drops, it always irked me that a run could be ended by a couple of stuttering frames leading me to crash into a tree I could've avoided. Well, I'm happy to say that I can no longer use that excuse when I crash.

The how is a bit more complicated, but the short of it was that we generate and spawn in new terrain continuously as you ski down the mountain. Our terrain generation algorithm isn't super heavy, but heavy enough that when we ran it on the main thread of the CPU you could easily drop down to 40-50 frames, and in very dense areas even lower perhaps. The solution? Multithreading and parallel processing for calculating the terrain, as well as spacing out spawning of objects. This got rid of 99% of stutter, and the last pieces was some graphics optimization.

The Steam Deck was chosen as our target for a a couple of reasons:
  1. First of all, Alex has a Steam Deck. We use it all the time to test stuff, show people our game when they visit our office or if we are out and about talking to people (rare). It ran fine before, but it is always nicer to be able to show people a game that runs super smooth.
  2. We like the Deck.
  3. It represents a typical computer. Or, ehh-.. it doesn't really, but it also kinda does? Well, it represents an actual goal and we figured if we managed to get it run good on the Deck, then chances were pretty good a lot of "normal" PCs would run it well too.


But enough talk, what does it look like? I give you, the before and after:

Before:


After:


Now, I realize a couple of super compressed gifs at 20 fps doesn't really do it justice, but if you look at the top left corner, that fps counter and CPU load graph tells it all. The game now runs super smooth, the cooling fan in the Steam Deck has calmed down and battery life has improved! As a bonus, anyone with a lower end PC can also enjoy better framerates (we have already gotten feedback that has significantly improved performance on low end hardware).

We hope people will enjoy our hard work, and although it isn't as flashy as new content or features, I believe smooth framerate is a must.

Cheers,
Christer
SG

Achieved 60 Frames Per Shredding

🌟 New features 🌟
  • Score multiplier per score on screen - An extra multiplier based on how many scores are currently visible on screen will reward players for doing combinations of moves at the same time.
  • Full rotation score - For every 360 degree (any direction) you're awarded some extra points.
  • Mode selector button - Select one of three different modes before riding - Infinity Run, Zen and Score Attack. Score Attack is the only mode available in the demo (formerly known as Demo Dash).
  • Score Attack UI - UI element telling how much distance -> time -> air-time you have left in Score Attack before the run ends.
  • Slip on landing - When you land on snow after being airborne, the skier will slip a little bit before restoring traction. Mostly for cosmetic reasons. Crouch or hard carve while landing to counter the slip effect.
  • Fog weather effect - Some mountains will feature foggy weather. Expect more weather types to come!
  • Control tips - A few extra control tips in the controls menu. Work in progress.

🔁 Changes 🔁
  • Major performance improvement - Utilizing the power of multi threading and other tricks, the game now runs at a much smoother frame rate than before. The target we aimed for (and made) was stable 60 FPS on Steamdeck on High quality. Steamdeck users and users on mid- and lower end devices should notice a considerable performance boost. Feedback from low end device users is appreciated in our Discord!
  • Close to object scoring balancing - Riding close to objects is multiplied by neither time nor number of currently nearby obstacles anymore. Instead it scores based on distance traveled while close, and the new "Score multiplier per score on screen"-feature replaces the old "by nearby obstacles" factor.
  • Photomode after death - Is it a trick? Is it a ragdoll? Who knows!
  • Demo trailer pop-up - The pop-up window with the trailer and "Wishlist now!" button is shown less often.
  • Balancing of scores

🛠️ Fixes 🛠️
  • Controls overview doesn't wrongly claim unavailable demo controls anymore
  • Trick controls on Mac now say CMD instead of CTRL (you can still use CTRL as well 🤫)

😜 Known issues 😜
  • When returning from photo mode after dying, the in game score UI is enabled again behind the end screen UI. Cover your eyes.

This will be our last major update to the demo, but we thought it was important to let as many as possible experience SNØ the way it was meant to be played - at a framerate smooth as powder. Most of these changes are relevant for the full game as well, but from here on out we'll be focusing solely on finishing up the full game.

Best
Alex
SG