

#Filter forge alpha not working update#
Entity Ticking – Players, animals and zombies now update over multiple frames, which reduces the CPU load during any single frame, which reduces frame rate spikes.With this we we’re able to optimize POIs in the game reducing unneeded and sometimes abusive details by as much as 40% in some locations. POI detail reduction – We engineered a proprietary tool in the level editor that shows vertices and triangle counts.Collision Mesh Optimizations – We went through a lot of the models that had complex collision meshes and simplified them which reduces physics calculations and improves performance.Incremental Garbage Collection – We updated to Unity 2019.1, taking advantage of their new incremental garbage collection mode, which means the old hitching we all noticed has been greatly if not fully reduced for most users.Occlusion can be disabled in the video options if desired. The new system does add some minor popping artifacts, where occluded objects may take a moment to appear.

This will often greatly increase your FPS, especially in indoor areas. Occlusion System – We engineered a proprietary new occlusion system that stops the rendering of chunks, block entities or trees that are onscreen, but not visible to the player.We have made many changes to improve performance including: OptimizationsWe had a lot of feedback from Alpha 17 on how performance was lower than Alpha 16. We plan to collect telemetry data in the future to help us further improve this aspect of the game. We believe the game now supports all the current play-styles. The testing team painstakingly played build after build purposely playing as these archetypes and collecting XP earning data, recording and analyzing the results, and working with the game designers to re-balance. There are many ways to play the game, but we believe players primarily play as one or more play-style archetypes that we have identified as The Killer/Looter, The Quest/Builder, The Builder/Gatherer, and/or The Miner. These include XP for Killing Zombies, Completing Quests, Harvesting Resources, Mining, Upgrading Blocks, and more. In Alpha 18 we streamlined and balanced the ways players earn XP to support multiple play styles and supporting rolls. XP Earning & BalanceWe had a lot of feedback from Alpha 17 on how XP was was mostly earned by Zombie Kills, making play styles other than ‘Killers’ invalid as you could only level up by killing zombies.
