[Project Nirvana] Journal #4 Verification Maps Released!

[h3]Greetings Warlords:[/h3]
A little while ago, as part of the final target verification for Project Nirvana, the development team gathered votes through in-game platforms, Discord, and other sources to determine the top 3 levels with the highest demand for excitement from players. The voting process has now concluded. After tallying the votes from all platforms, the highest-ranked levels on each platform are as follows:

The final verification for Project Nirvana will use the following Maps:

Of course, these three maps are only for public verification of subsequent plans, and the scope of optimization covered by Nirvana Project actually includes the entire game, not limited to just these three maps. Although the dev team had anticipated the voting direction earlier, we still felt tremendous pressure when we received the final results. At this point, we would like to share with you the current performance of these three maps:

This data was collected after the development team urgently assembled a standard test machine according to the [minimum configuration] and [recommended configuration] and connected it to the online test. In the past, the dev team prioritized skill effects and attires, sometimes ignore the importance of a smooth gameplay experience. However, the team now acknowledges that improving frame rates and reducing system resource usage are crucial for delivering a satisfying experience to you.
Achieving higher frame rates is no easy feat. Many times, the Conqueror’s Blade dev team faces numerous difficulties and challenges during performance optimization. These challenges encompass the intricate structure of the game with its multitude of units, heroes, Siege Engines & Artillery, game logic, graphics rendering, audio processing, and network communication, among other elements. The interactions between these components can have intricate effects on performance.
Furthermore, the dev team must also consider the diversity of hardware and software environments, including CPU, GPU, memory, operating systems, and more. These factors significantly impact the game's performance.
Indeed, optimizing Harbour City and Hidden City for Siege Battles is a top priority for us. Among the top three maps, Continopolis is notorious for its low frame rate performance, earning it the nickname "C-Point Meat Grinder." Crashes and game exits during battles at the C-Point are common. It's the most challenging online map to enhance performance.
Additionally, Continopolis presents a significant number of areas prone to technical issues. While the battles are intense, the challenges of program optimization are even more daunting, especially in the clearly visible tunnel. This seemingly ordinary tunnel is, in reality, a major optimization challenge. The lack of unit priority in rendering results in all units rendering simultaneously, placing a considerable strain on device performance. However, this is just one of numerous optimization challenges within Continopolis.
But don't worry, warlords! While the optimization process is filled with difficulties, the dev team is fully committed to enhancing the game and delivering a superior gaming experience for everyone!