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BlastZone 2 News

Maintenance update for BlastZone 2 (v1.31.0.3)

A new maintenance update has been released for BlastZone 2(v1.31.0.3). This makes a few improvements to the game startup loader, including slightly faster model loading and better progress feedback. In previous versions, when using VeryHigh/Extreme quality terrain, the loading bar would appear to “hang” while loading, but this is no longer the case.

The particle system has improved vertex streaming as well, resulting in up to 20% better performance in some situations.

Here are the full release notes for v1.31.0.3:
  • Optimized the startup model loader
    -Reduces game startup time by about 3-5%
    -Makes the biggest difference for VeryHigh and Extreme quality terrain settings
  • Frame rate and runtime statistics displays are now multithreaded, reducing the performance impact of running them
  • Improved terrain model loading progress feedback when starting the game
    -The startup loading bar no longer appears to stall when loading high detail terrain
    -It now continuously fills the bar for all assets
  • Improved particle system performance by up to 20%

Some of you may have noticed the recent focus on technical improvements for BlastZone 2. This is because a new project was started a while back that uses the same game engine. All engine improvements are brought into BlastZone 2 as well so everyone can benefit from them. An official announcement is coming soon, so watch for it!

Terrain detail and Options screen improvements for BlastZone 2 (v1.31.0.2)

A few new updates have been released for BlastZone 2! (v1.31.0.1 - v1.31.0.2) This includes a new “High” detail setting for all terrain. This serves as a balance, having more detail than normal, but without the high system requirements of VeryHigh/Extreme. Also, this is available as part of the base game, no additional DLC downloads are required.

This also replaces all Cave terrain except Normal detail. This is because Normal detail had a different cave design from the other detail levels, so now they are all consistent. Higher and lower detail levels now look more rocky and jagged, which looks better without affecting performance.

Several updates have been made to the in-game Config screen as well. This includes improving the renderer selection to detect the OpenGL versions supported by the current hardware and drivers. This previously only showed the maximum OpenGL versions supported by each renderer. Terrain Detail and DrawCallType options have been added as well, these used to only be available in the external config program. The menu has also been reorganized to fit the new options and make it easier to follow.

This update includes a few bug fixes as well. Here are the full release notes:

v1.31.0.1:
  • Added a new "High" detail level for all terrain
    -Works as a balance with higher detail than normal without the high system requirements of "VeryHigh" and "Extreme"
    -This has double the detail of Normal, while VeryHigh has 10x detail
    -This can only be changed with the external config tool, not in game
    -This detail level has been added to the base game, no DLC is required
  • Replaced all detail levels of the Cave terrain except "Normal" to maintain consistent design between them
    -Previously, "Normal" detail used a different cave design than the others
    -Now, all Cave terrain detail levels use a more rocky and jagged design that looks better without affecting performance
  • The config menu now shows OpenGL versions detected from the display driver
    -When selecting a renderer in the config menu, the max OpenGL version supported by the driver for each renderer is now displayed
    -Previously, it would only show the max OpenGL version supported by each renderer, regardless of the current hardware and drivers
    -For example, if the maximum OpenGL version supported by the driver is 4.3, the config option will correctly show 1.5, 3.0, and 4.3 renderers, not 4.6
  • The config menu now locks out unsupported renderers by the current driver
    -For example, if the current driver only supports OpenGL 2.0, the 4.X renderer will be unselectable


V1.31.0.2:
  • Added in game option for Terrain Detail
    -Has the same detail options previously only available in the external config program:
    -Low
    -Normal
    -High
    -VeryHigh
    -Extreme
    -Detects if the free DLC has been downloaded or not for VeryHigh and Extreme options
    -Shows warning for VeryHigh and Extreme options as having high system requirements
  • Added in game option and DrawCall Type
    -Has the same options previously only available in the external config program
    -VBO
    -DisplayList
    -Shows warning for DisplayList that it only works with the GL 1.5 and 3.0 renderers
  • Reorganized the options menu layout and spacing
  • Improved general stability
  • Fixed glitched background environment when starting a new game after previously playing through an addon pack


Here are some screenshots showing the updated cave design for Extreme detail. Enjoy!

New OpenGL 4.6 renderer for BlastZone 2! (v1.31.0.0)

A big new update has been released for BlastZone 2 (v1.31.0.0), adding a new OpenGL 4.6 renderer! Much of the engine was overhauled to make this possible, and it was done without breaking compatibility with the existing OpenGL 1.5 and 3.0 renderers. In fact, these engine upgrades improve performance by around 5-10% across all renderers. This new renderer doesn’t require OpenGL 4.6 hardware and drivers to work either, it is backward compatible down to OpenGL 3.1. Hardware older than that will fall back to the GL 3.0 renderer.

The GL 4.6 renderer currently doesn’t look any different from OpenGL 3.0, but it uses the latest standards and approaches for running everything under the hood. This opens the possibility of implementing new effects in the future made possible by GL 4.X without being held back by compatibility with older hardware.

The GL 4.6 renderer is the new default as well. Everyone upgrading from a previous version of the game that was set to GL 2.0/3.0 will automatically be switched to the new renderer if the hardware and drivers support it. The only drawback of the GL 4.6 renderer is the simple model set is not compatible with it. Switching back to the GL 3.0 renderer will allow them to work again if needed.

A few bug fixes have been included as well. Here are the full release notes for v1.31.0.0:
  • A new OpenGL 4.6 renderer has been added to the game
    -Uses the OpenGL 4.6 Core profile rendering context to ensure compliance with the latest OpenGL standard
    -Upgraded large portions of the rendering engine to use the latest OpenGL standards
    -Maintains backward compatibility with hardware and drivers going back to OpenGL 3.1
    -Going below this will switch to the OpenGL 3.0 renderer
  • This new renderer does not support the "Simple" model set, or "Display List" code path
    -These use older technologies that can no longer be used in modern OpenGL
    -These options are still available when using the OpenGL 1.5 or 3.0 renderer
    -The "Simple" model set would require a complete rebuild from scratch to work with GL 4.6
  • The OpenGL 3.0 renderer now uses an explicit OpenGL 3.0 Core rendering context
    -This gives the graphics driver specific information on the intention of this renderer
    -This has the potential of improving compatibility, performance, or memory characteristics
  • Upgraded the VBO draw call code path so all objects in the game use VBOs
    -This was done to establish compliance with the OpenGL 4.6 Core context
    -This improves performance by up to 10% for all 3 renderers, OpenGL 1.5, 3.0, and 4.6
    -Many areas of static geometry are now loaded into graphics memory instead of streamed every frame
    -The text system in particular has been greatly optimized for this code path
  • Slightly optimized the DisplayList draw call code path
    -More areas using static geometry are now compiled into graphics memory
    -This improves general performance by about 2-3%
  • Renamed the "OpenGL 2.0/3.0" renderer to just "OpenGL 3.0" to maintain naming consistency with the other renderers
    -Now, the name of each renderer represents the maximum feature level it takes advantage of, but maintains backward compatibility with lower versions
  • Updated the external configuration program to add the new OpenGL 4.6 renderer option
  • Improved the Leaderboard score uploading progress bar design
  • Fixed an object distance culling bug when starting the game with low view distance, then changing it to high
  • Fixed a blank loading screen bug when using the OpenGL 1.5 renderer with Antialiasing turned Off
  • Fixed changing the number of AA samples in game not taking effect for some NVidia graphics cards


People may have noticed the last few updates to BlastZone 2 have focused on technical improvements and bug fixes, not content additions. There is a very good reason for this, and a related announcement is coming soon. Stay tuned!

Major technical improvements and bug fixes for BlastZone 2 (v1.30.0.0)

A new update has been released for BlastZone 2 (v1.30.0.0), bringing major technical improvements and a few bug fixes.

The biggest part of this update is a newly overhauled VBO code path for the engine subsystem that processes geometric detail. Overall performance of this code path has increased by 35-75% depending on system hardware and settings, and triangle throughput has increased by up to 200%. This was originally exclusively used on Android for compatibility and performance reasons, but these improvements have made it the new default option on PC. It also has the most consistent performance across a wide range of hardware configurations. It addresses a performance drop issue for NVidia hardware running VeryHigh/Extreme terrain detail, and greatly increases Intel graphics performance across the board compared to previous releases. A new option was added to the external configuration program to switch back to the old DisplayList code path, as it is still the more performant choice for AMD/Radeon graphics, but only by a 10% margin.

The particle system has also seen big improvements for this release. Particle count efficiency has increased by up to 35%, depending on system specs and settings. This was achieved in part by increasing the amount of reused data between frames, and a new concurrent vertex streaming system.

Several optimizations have been done to reduce load times as well, both for game startup and switching scenes. These are a combination of serial and multicore optimizations, and running VeryHigh or Extreme quality terrain sees the most benefit.

Graphics hardware feature level checks have been added to the game as well, improving compatibility with old systems. Now, systems that don’t support OpenGL 2.0/3.0 will fallback to OpenGL 1.5. Also, systems that don’t support OpenGL 1.5 will fall back to earlier levels of 1.X, but going down too far compromises the experience. Despite the compatibility improvements, it is still highly recommended to stay within the minimum spec of the game.

The game executable and all dll’s have migrated to the VS2015+ runtime as well, so the old VS2010 runtime is no longer necessary.

A few bug fixes have been included in this update as well, detailed below.

Here are the full release notes for v1.30.0.0:
  • The game now defaults to a newly overhauled VBO-based draw call code path
    -This changes how geometric detail is managed in memory and submitted to graphics hardware, greatly affecting performance across the entire game
    -A new "DrawCallType" option has been added to the external configuration program to change this back to the old DisplayList code path if needed
    -This option can be changed independently from the version of OpenGL renderer used
    -There are 2 available options:
    "VBO" - A new draw call code path that provides the most consistent performance across the widest range of hardware configurations
    -This was previously only used for the Android version of the game, but is a viable option on PC now
    -This has been completely overhauled, including the following features:
    -Analyzes every model loaded and selects the most optimal rendering method for each one
    -When optimal, model data is transcoded to a compressed format in memory
    -Performance has been greatly improved compared to this same code path in previous versions of the game
    -Triangle throughput has increased by 100-200%, depending on how each model is built
    -Terrain triangle throughput in particular has increased by about 200%
    -General performance has increased by 30-75%, depending on the combination of hardware and settings
    -Scene change loading times are reduced significantly
    "DisplayList" - The draw call code path used for previous versions of the game
    -Option suggestions for each graphics card vendor:
    AMD/Radeon - DisplayList is preferred, being 10% faster than VBO
    NVidia/Geforce - VBO is preferred, it fixes a severe performance issue when using VeryHigh/Extreme quality terrain with DisplayLists
    Intel integrated - VBO is many times faster in all situations than DisplayList and should always be used
  • Added graphics hardware feature detection in several areas
    -If the OpenGL 2.0/3.0 renderer is used for hardware that does not support atleast OpenGL 2.0, it will automatically fallback to the OpenGL 1.5 renderer
    -If the graphics hardware does not support the full OpenGL 1.5 spec, the renderer will automatically fallback to the highest feature level supported
    -Can fallback to a minimum of OpenGL 1.1 if needed
    -Using these fallbacks will only occur for hardware below the minimum spec for the game, so features will be missing and graphics may not look correct
    -This was done to allow very old systems to atleast run the game, but in a compromised state
  • New optimizations for the particle system
    -Improved per particle efficiency by up to 35% depending on system specs and settings
    -More data is now reused between frames, reducing workloads on both the CPU and GPU
    -Dynamically switches between multiple rendering code paths to achieve the best performance depending on the number of particles on screen
    -Built a new concurrent streaming system for vertex data, improving frame pacing and performance
  • Improved game startup time and scene change loading times
    -Improved scene change time with multithreading optimizations
    -Improved startup screen loading time by improving per-thread performance for the model loader
    -The biggest difference is observed when using VeryHigh or Extreme quality terrain
  • Improved performance for VertexLit and NormalMap shaders
  • Added the ability to keep the command console open for multiple commands by pressing the tilde '~' button
    -The existing 't' single command hotkey is still available to use old behavior
    -Press Esc to close the command console
  • Added an option to turn off particles from the Configuration Program
    -This option was previously only available in-game
  • Fixed compatibility issues with the external model loader for a few model file format variations
    -All models currently included with the game did not cause any compatibility issues
    -This prevents new models from causing issues in the future
  • Fixed an intermission player booster not displaying when one player dies right before beating a level in a 2 player game
  • Fixed the player revive text occasionally flashing in a 2 player game
  • Fixed a startup bug that attempted to compile HUD models before OpenGL is fully initialized
  • Fixed a single incorrectly rendered frame after completing the startup loading screen
  • Fixed a potential OpenGL resource conflict in the particle system when applying new in-game video settings
  • Fixed particle emitters occasionally spawning too many particles when running at a low frame rate
  • Migrated to newer versions of a few 3rd party libraries
    -FreeType v2.10.1; Used for generating fonts
    -LibOgg v1.3.4; Used for music playback
    -cURL v7.66.0; Used for leaderboard uploading/downloading
    -SteamAPI v1.46; Used for Achievements, friends list, and Steamworks Online Multiplayer
  • Rebuilt a few 3rd party libraries with Visual Studio 2019 - Utilizes the latest compiler optimizations and bug fixes
    -LibVorbis v1.3.6
    -LibPNG v1.5.30
    -zLib v1.2.11
  • The game executable now requires a Visual Studio 2015 or higher runtime installed
    -This is now included with the Steam download, so it will be installed automatically

As usual, to make sure you have the latest update, launch the game and check the lower left corner of the title screen for “v1.30.0.0” or above. Enjoy!

Added Ultra-Wide 21:9 resolution support for BlastZone 2 (v1.29.4.3)

A new update has been released for BlastZone 2, (v1.29.4.3) adding ultra-wide 21:9 resolution support to the game. However, using these resolutions has no effect on gameplay or field of view. Black bars are used on the left and right sides to fill the space outside the standard 16:9 viewport. The main purpose of adding these resolutions is to allow 21:9 monitors to run at their native resolution without scaling or letterboxing.

Here are the full release notes for v1.29.4.3:
  • Added 3 new ultra-wide 21:9 resolutions
    -2560x1080
    -3440x1440
    -5120x2160
    -Black bars are added to the left and right sides when these resolutions are used
    -Gameplay and field of view are not affected by these resolutions
  • Updated the config menu to use a "(4:3)" or "(5:4)" suffix for resolutions that are 4:3 or 5:4, such as 1024x768
  • Updated the configuration program to support the new 21:9 resolutions

As usual, to make sure you have the latest update, launch the game and check the lower left corner of the title screen for “v1.29.4.3” or above. Enjoy!