![]() These items include items from the pledge store including subscriber items. With this upcoming change, players will now lose all items equipped to their character upon death. If you have ground vehicles through the pledge store, selecting an initial home location that supports ground vehicles, like New Babbage, would be best. With this latest update, your initial spawn chooses the location of all your ships. Ground vehicles and initial spawn point.This option is required for windows insider but appears to degrade game performance and turning this off may help framerates substantially. If you are part of the windows insider program with Windows 10 or 11, you may have an option turned on called Diagnostic Data in the windows settings. We are currently assessing if there are any performance and other issues while playing on Windows 11. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.ĭatabase Reset: No Long Term Persistence: Enabled Starting aUEC: 20,000 It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. You can also visit our Spectrum thread to leave your feedback.Alpha Patch 3.15.1 has been released to the LIVE environment! Patch should now show: VERSION 3.15.1-LIVE.7878626. Head over to the launcher page and download the 3.0.0 patch to see the universe for yourself. ![]() This should allow for a more streamlined and focused approach to feature development and enable us to hit our intended quarterly release schedule. These teams will be made up of developers from all disciplines that work together on a feature, rather than have disciplines work almost independently on their particular aspect of the feature, before bringing everything together. On top of this, we’re adjusting our internal team structure to have smaller, more focused groups working closely together. This is going to be a bigger change, so it’s going to need help from the game code team to address resulting bugs. The network team continued with the range based update optimizations from last year and will then focus on bind culling (the next step in that series of tasks). Once this is done, we’ll return to the zone system optimizations (parallel updates) mentioned last year. ![]() This new system will allows us to get a good grasp on the top issues on a daily basis without massive manual effort. On the engine side, we’ve been working on a telemetry system to capture performance stats on a large scale and allow automated processing of the results. We’ll also extend the entity component update scheduler to support additional update policies that go in tandem with specific needs on the game code side to make certain updates as fast as possible. Among other things, we aim to remove single frame idle animation from weapons and refactor the interaction system so it doesn’t require animation updates. Teams are set to work on optimizations in various scrum teams, and we’ll be having an overarching direction and drive, with regular discussion and progress checks.Īpart from general gameplay and game code optimization focus, we will look into actor core, weapon, AI & mission as well as vehicle optimizations. This allows our development team to focus on stability and optimization improvements in our main development branch. Our developers have completed the reintegration of everything from our 3.0.0 release branch back to our main development branch and resolved all the inevitable merge conflicts that usually arise.
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