Changelog
- Linux makes use of Vulkan graphics API (-force-vulkan to make use of Vulkan on Windows)
- Mac makes use of Metal graphics API
- Deep sea waves with crest foam affecting floating physics
- Water interplay disturbance foam
- Restored world reflections choice
- Fixed muzzle flash positions
- Fixed consumer facet corpses generally clipping into issues
- Fixed foam displaying up close to participant
- Fixed flickering on shore, together with circumstances associated to TSSAA
- Fixed overbright caustics and specular occlusion on shore
- Fixed some occlusion culling body delays on gamers, NPCs, ragdolls and impostors
- Fixed mild beams not hiding when lights are distance culled
- LOD, batching and foliage grids now help twice the terrain dimension (customized maps & oil rigs)
- Asset loading is now a lot sooner (whole loading time 10% sooner on SSD, doubtlessly way more on HDD)
- Entities are actually ordered by distance from the participant when they’re networked
- Game log is now at all times written to output_log.txt in set up folder
- Shore water transition high quality
- Higher-quality high-frequency ocean waves
- Performance on light-heavy scenes utilizing culling
- Water junkpile foliage animation now wave-based as an alternative of foliage/wind-based
- Added instancing to deferred mesh decals
- Saved 115 MB of system and video reminiscence by decreasing some textures
Source