Distance

Distance

[ATG-01] All That Glitters
3 Comments
Warriot 26 Oct, 2020 @ 2:51pm 
good track
Winter's Crescendo  [author] 22 Jun, 2020 @ 5:39am 
Also, for anyone who's missed it I've added a 'boost ring' so that people who take the road up the hill at the start of the map no longer suffer a time penalty. People were going that way thinking it was a shortcut but it was about a second slower than the main road, and was just a nice area to show off the setting.
Winter's Crescendo  [author] 22 Jun, 2020 @ 5:39am 
Major update : Performance fixes across the board.

- Major restructuring of buildings, especially in the background to try and improve CPU load.
- Disabled bump mapping on a large number of 'mid-ground' elements (objects too far to see the effect, or wholly within shadow) to reduce GPU load.
- More aggressive particle fading in key areas.
- Reduced draw distance. I've offset this by adding simplified buildings in the scrolling background layer - you shouldn't see much if any difference with 'far' draw distance, but with medium and short you may notice buildings 'fill in' with detail as you get closer to them. This is the simplified building in the background (a cube typically) being drawn over by the more detailed model once you get close.