This patch has a few changes that will reduce the game's CPU usage by about 20%
The major things you might notice are:
1. A fixed 45FPS (that is more stable as well), as opposed to the original smoothed system which had potential for dramatic spikes, and most importantly, used a lot of resources to render frames that weren't needed, especially in an old school game like this.
2. crystals no longer rotate in-place (having 600 actors all firing off continuous movement instructions at all times was a little burdensome on the system, who knew!)
3. A slightly more aggressive draw distance culling, which is the system where objects disappear from screen the further away you get.
For example: small objects like plates and spoons disappear first, followed by medium ones like barrels when you get a little farther away than that, and at very long ranges large ones such as trees.
Day 2 Patch!
Update notes via Steam Community