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Megaquarium News

v2.2.2 Optimisation overhaul and more! (live for all players!)

After spending the last 4 weeks in beta, v2.2.2 is now live for all players.

Thank you to everybody who took part in the beta and provided feedback. I'm thrilled to hear so many of you are enjoying a boost in performance!

Below is a copy-paste of the original announcement posted when the beta was launched, for anybody that missed it. All these changes are now live for all players.

Optimisations and more

This update is all about building a foundation upon which Megaquarium can continue to grow. After the launch of the remarkably popular DLC, Freshwater Frenzy, last year and the continued success of the game's Steam Workshop, it became clear to me that some parts of the game needed a significant overhaul if the game was going to be able to continue to grow.

Performance boost!

The major feature this update is a big performance boost which should allow every player out there to build bigger aquariums and enjoy a smoother framerate while they do it.

The exact improvement you will experience will depend on your specific hardware, but I'm expecting most players to see a 50-100% boost in average FPS.

This has been achieved by a complete rewrite of the game's rendering engine. Almost every object in the game (including modded objects, more details below) are now integrated into my own specialised rendering pipeline. This pipeline takes advantage of direct memory manipulations to get the vast arrays of mesh data from where they are stored to where they need to be, in record time. In addition, much of the per-vertex computation (offset, rotation, scaling and animation blending) has been shifted onto the GPU to lesson the load on the CPU.

If that weren't enough, I've introduced an experimental feature called 'Multithreaded rendering'. This feature is designed for players with CPUs with at least 4 physical cores. In this case, 3rd and 4th cores will be used to do rendering calculations, freeing up even more headspace for the main two cores. The trade-off is that this feature may cause a slight animation delay, especially on less powerful PCs. If you try it out, let me know what you think.

Believe it or not, there is still further optimisation to be done - especially around pathfinding and memory allocations. But I decided to leave these for a future update so that you, the players, could start enjoying this one!

UI redesign - bigger text

The secondary feature of this update is a redesign of much of the game's UI to devote maximum space to text and maintain a minimum text size wherever possible. This was made a priority after several players came forward complaining of having difficulty reading the text in some areas of the game, especially on lower resolutions.

Check out the following before and after screenshots to get a feel for the impact of these changes.





The effects are most noticeable if you open the two images in two separate tabs and flick between them. I hope you'll agree that the changes are significant and make a big difference to the ease of reading all those complicated tank stats!

In some places, where the text is too long to display in full, the text is truncated and an ellipses (...) is added. Most of the time, the full text can be seen via a tooltip when hovering over the text.

Finally, a small feature that has been requested several times over the years: there is now a setting which makes the per object count in the build menu visible at all times without needing to hover over it.

Like the performance boost, these improvements are about getting the foundations of the game into a great place so it can continue to grow.

What's next?


The perceptive among you will notice that I keep alluding to the idea of the game "growing" in this post.

I think it's finally time to announce that new content is indeed in the works. I'm tremendously excited about it and can't wait to start sharing the details with you, but that will have to wait for another time.

A big thank you to everyone who's been waiting so patiently. ːsteamhappyː

Modding

I've worked hard to try to make the optimisations included in this update as compatible with mods as possible. With that in mind, mods are now automatically assigned a "voCollection" on load to enable them to integrate with the custom rendering pipeline.

This means that mods should now run roughly as fast as vanilla objects!*

*Models will still run slower the more meshes and vertices there are, so try to keep these to a minimum where possible.

In my testing of over 30 of the most popular mods, I didn't find a single mod that failed to work with the update installed.

However, I did discover some mods which are "incompatible" with the optimisations. These mods continue to work but could cause the game to run slow, so they are marked with an 'unoptimised' icon in the Mod Manager.

Thankfully this should be easily remedied. Currently the only cause of incompatibility is the use of multiple materials within a single mesh. To make a model compatible, the modder needs to divide meshes up so that each one only has a single material.

Additional sources of incompatibility may be discovered, so please check the game's log file and the mod's info panel for issues with specific mods.

If you spot any issues with any particular mods while playing with the new update, then please let me know via the Megaquarium Workshop Forums and I will see if I can solve the issue.

The changelogs associated with this update can be found here:
v2.2.0 v2.2.1 v2.2.2

FishBlast - Back From Extinction - June 2021

Welcome back to another Fishblast, this month's edition is all about extinct creatures. We will be looking into some amazing things the community has done with the theme. Did you know that Megaquarium has a very active extinct creature modding community? You will read all about it here in the Fishblast!

Community build

Imagine a public aquarium, but when you walk up to the first tanks you see extinct animals. You would be confused right? Maybe a bit amazed as well. User Paleodude on the Megaquarium Discord showed us a lovely creation using various extinct marine creatures.



They created a lovely small facility that could show the beginning of a public display that focuses on extinct animals returning to the current times. With the big open area, guests can see what to expect during their visit.



Do you like this lovely creation as well? Let us know in the comments!

Mod Spotlight

In the theme of extinct animals, this mod spotlight will focus on a collection of animals that could be readily housed in modern aquaria if they were alive today. All the animals included in this mod come from the Green River Formation, and lived about 50 million years ago.

[h3]Artificialis - Paleogene Collection by Tenth Architect[/h3]

Introducing fifteen new species of extinct animals for your tanks.
  • Amyzon gosiutensis
  • Apalone heteroglypta
  • Borealosuchus wilsoni
  • Crossopholis magnicaudatus
  • Diplomystus dentatus
  • Heliobatis radians
  • Hypsidoris farsonensis
  • Knightia alta
  • Lepisosteus simplex
  • Notogoneus osculus
  • Phareodus encaustus
  • Presbyornis pervetus
  • Priscacara serrata
  • Procambarus primaevus
  • Tsoabichi greenriverensis


With these animals, your guests will get a peek into the distant past!

[Click here to discover this mod pack].

Fishypedia

[h3]Common Name: Chambered Nautilus[/h3]
[h3]Scientific Name: Nautilus pompilius[/h3]





Range: Indo Pacific Ocean
Habitat: Shallow Seas (Maximum of 2000 feet)
Size: up to 20 cm (8 inch)
Diet: Live prey and carrion
[h3]Needs in Megaquarium:[/h3]
  • Cold waters
  • Water quality at least 85%
  • Dislikes Lights
  • Greedy
  • Wimp
  • Armored
  • Congeners Only
  • Requires Feeding Skill 3
[h3]Fun facts:[/h3]
  • Nautilus are considered living fossils and have been around for hundreds of millions of years.
  • A Nautilus moves by jet-propulsion by blowing out water through a siphon. Position of the siphon decides the direction of the nautilus: front, back, upward or descending.
  • Nautilus have 90 tentacles, situated outside the shell to catch and manipulate their prey.
Monthly building challenge

For the monthly building challenges we would like to challenge you in a different way this month. We have carefully selected a few mods from the workshop and want you to create a singular tank using vanilla items and only these mods. By doing this you can practice with new ways of decorating tanks.

[h3]The theme of next month’s build is: "Freshwater Aquascaping"[/h3]
  • Must be a freshwater tank
  • Only use mods that are in [this collection]
  • If you're struggling for ideas on where to start, why not post in the comments, Steam discussions or pop on the game's [discord] and ask for a helping hand. :)
We can’t wait to see your creations. Feel free to post them in our discord or upload your images on to the screenshot page for Megaquarium.

--

Want to be more involved in our community? Join our [discord] and share your works, we love seeing what you created and maybe we will feature your work in the next FishBlast.

See you in the next one!
Your community liaison, Timmiegun

v2.2.2 patch

I've just updated the [beta] branch with what is hopefully the final patch before v2.2 comes out of beta.

This patch (v2.2.2) includes some pathfinding optimisations, guest behaviour improvements, fixes a couple of bugs and also include translations for all languages.

[h3]Changelog[/h3]
  • Fixed bug - if a mod caused an animation error, it would cause the animations of all the following objects to stop working. Now, only the modded object itself will stop working.
  • Fixed bug - after selecting and deselecting a paint, all items on people could be picked up with the move tool for a limited time.
  • Fixed bug - stopped a harmless "collection modified while iterating error" from occuring.
  • Simulation (Freshwater Frenzy) - Changed Electric Eel starting size so that it eats size 3 animals.
  • Simulation - starfish eater size ratio changed to 40% (same as fish eater and crustacean eater) for consistency.
  • Simulation/optimisation - when attracted to an object, guests will choose a random square within range, rather than always the closest one. This creates a more natural looking behaviour and also makes it more likely for guests to view a tank from interesting locations like the middle of bridges and tunnels, rather than always going to the closest square.
  • Optimisation - added a maximum range to the guest pathfinding algorithm equal to the maximum range of the object which is attracting the guest. This saves a significant amount of computation in the case where the pathfind is impossible e.g. glass edges of tanks which are inaccessible. In particular, this change will make Mega Tanks run a lot faster.
  • Modding - Mods which contain geometry with no material assigned no longer stop the game from loading and force the player to disable all mods. Instead the geometry is ignored during the load process and a warning is shown in the mod info panel if you are the mod's creator.
  • Modding - Added 200 chars to Chinese Atlas for modding purposes.

Aquarium builder Megaquarium gets a huge performance lift in the latest Beta plus big sale

It seems like Twice Circled are preparing to continue expanding their aquarium building tycoon sim Megaquarium, as a new Beta is out now with some mighty changes.

Read the full article here: https://www.gamingonlinux.com/2021/05/aquarium-builder-megaquarium-gets-a-huge-performance-lift-in-the-latest-beta-plus-big-sale

v2.2.1 patch

First of all a big thank you to everybody who has been getting involved in the public beta and offering up feedback.

I've just updated the [beta] branch with a small patch (v2.2.1) that aims to correct a couple of things that have come up.

[h3]Changelog[/h3]
  • Fixed bug - stopped warning bubbles above tanks from querying the simulation more than once before the simulation had replied. This was causing a build of queries on the simulation thread which was causing the simulation to freeze while the rest of the game kept running - fun fact: this was introduced because the recent optimisation update made the main thread run so much faster! ːsteamfacepalmː
  • Optimisation - increased performance of some simulation thread code.
  • Fixed bug which was causing some weird behaviour when reordering mods in the Mod Manager.
  • Fixed bug which caused the position of the animal when being picked up to be incorrect in perspective mode.
  • Fixed bug which caused a harmless warning in the log: "Material doesn't have a texture property '_MainTex'".