Optimization Pass


Privy to some feedback (and personal experience), I did some work to make the game more accessible to a wider range of hardware. As I do not have much hardware to test on, let me know how the game performs with these new changes.

Gameplay/quality-of-life changes:

  • Improved loading screens, with a progress bar
  • Graphics presets for quickly tuning your game
  • Max framerate limiter option
    • This seems to work best when set to 60 Hz so it aligns with the physics tickrate
  • Jump-cancel window for slides is now a consistent 0.3 seconds after slide begins
    • This was originally based on the duration of the slide, which was based on your landing velocity. This should make slides much more predictable and feel less risky
  • Made jetpack fuel gauge a little more readable
    • People aren’t seeing it, but I’m not sure if I want a HUD element. Feedback is appreciated (use in-game survey link)
  • Potential crash fix, but it is very elusive. Please let me know of any crashes/freezes via a bug report

Optimization changes:

  • Heavier use of distance-culling for more efficient rendering
  • Many more available graphics options at user’s disposal
    • I forgot to add an anti-aliasing option before… oops! This option is particularly helpful
  • Some of the rope simulation is now run on a separate CPU thread
    • Hoping this does not impact game stability. Seems to reduce the physics thread workload
  • Halved the amount of simulated collision points for rope
    • Temporary solution, but shouldn’t really impact gameplay anyhow
  • Minor optimizations for commonly-used code
  • Fixed the Renegade’s ear jigglebones taking an absurd amount of computation time

Thank you all who have tried Abyss! Happy scavenging!

Files

abyss_demo_v1.0.1.exe 507 MB
May 20, 2024
abyss_demo_v1.0.1.x86_64 499 MB
May 20, 2024

Get Abyss (Demo)

Comments

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(+1)

Cool, when I try I'll give a feedback.