This is an exciting new technology, and I can’t wait to hear about everyone’s experience with it!
This update also includes a few bug fixes. Here are the full release notes for v1.36.3.0:
- Added support for independent update rates from the frame rate
-Allows for running the game/simulation update at a much higher frequency than the frame rate
-Allows for snappier, more precise controls, even for low frame rates
-If the frame rate exceeds the target update rate, the update rate will dynamically increase as well to prevent duplicate frames
--The target update rate acts as an update floor, only taking effect for frame rates below it
-Defaults to a 60hz update rate, but can be adjusted in the range of 30-200hz
-In previous versions, enabling game update multithreading had a small latency penalty in exchange for higher performance
--Running a higher update rate allows for having the performance benefits of multithreading, with lower latency at the same time
- Doubled bullet firing density for the Boss 4 first bullet firing pattern
-Addresses a safe area exploit that made this area too easy in previous versions
- Added an "MSAA" suffix to all applicable antialiasing settings
- Fixed bugs that would occasionally make the player ship too large or too bright during level intro/flyin animations
- Fixed broken enemy bullet rendering when disabling the VBO render code path
- Slightly optimized enemy bullet rendering
- Updated the external configuration program to support the new UpdateRate setting
As usual, to make sure you have the latest update, launch the game and check the lower left corner for “v1.36.3.0” or higher. Enjoy!
Changed files in this update