Jaws of Extinction - 0.4.5.13a /14a - The Performance Update (Part 1 and Part 2 pending) Staging

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Massive Performance updates on staging

Update 0.4.5.14a - The Performance Update (Part 2) Available on Staging Only (ETA: 8.30pm GMT / 3.30pm EST) - Expect delays Plastic SCM is being a pain

• Tree and plant foliage update with assets created by the AAA Environment Artist Robert Berg from Embark Studios.
• New location added: Tree Felling strip.
• New location added Halfway station.

• Fixed racing reset switch making the timer reset every lap.
• Fixed missing nests

• Optimisation: Fixed AIV4 NPCs and fish background skeletal mesh costs
• Optimisation: Further static horse optimisations
• Optimisation: Updated functionality of GlobalTraderManager to prevent unnecessary calculations running all the time
• Optimisation: Further performance improvement for horse facial animations.
• Optimisation: Removed placeholder FP arms mesh causing a cost even though it would never be visible
• Optimisation: Reduced resolution of volumetrics
• Optimisation: Engine configuration improvements


Update 0.4.5.13a - The Performance Update (Part 1) Available on Staging Only
• Optimisation: Reconstructed AIV4 management system for improved performance using a quadtree system
• Optimisation: Cable components are constantly running. Check if way to disable until needed - Applies to Static_Horse_BP as well as loose actors in persistent level
• Optimisation: injured characters (in medical centre) are a constantly running skeletal mesh
• Optimisation: Removed Hidden flagpole has constantly running cloth phyiscs
• Optimisation: Oceanology Lake tick is always running.
• Optimisation: SteamBoat PaddleWheel SK always running now converted to static mesh
• Optimisation: Removed test fire torch assets from character causing some performance cost
• Optimisation: removed BP_TrainEngine2 and BP_BoxCar2
• Optimisation: Removed BP_TT_ApplyBrakes and any other train actors
• Optimisation: FishingComp has constantly active tick
• Optimisation: Swap train skeletal meshes for static meshes
• Optimisation: LakeRowBoat runs tick even when player is not using/near boat
• Optimisation: AVS EngineAudio actor has constantly running logic
• Optimisation: Improved engine simulation timer to only run when player possess the vehicle - Timer event on AVS_Vehicle 25 TPS has high cost.
• Optimisation: BeeNests have constantly running widgets. Swap to door widget system
• Optimisation: Horse facial anims, body animations and simulated hitch cables now toggling based on distance to player
• Optimisation: Apply solution for bird SKs to non-dialog actors
• Optimisation: Removed legacy assets relating to inventory model viewer when it used to show a 3D render of weapons
• Optimisation: Fixed weapons running calculations while not equipped
• Optimisation: Active tick is constantly running on BP_Boom_ExpolisionActor_ToxicEgg
• Optimisation: Check if path following component can be disabled for JoENoTick controller
• Optimisation: Skeletal Meshes for birds have a constant cost now disable functionality when not in render range.
• Optimisation: Burning oil barrels, fire and smoke emitters are now spawned in and out depending on the players render distance from the actor
• Optimisation: Safe camp fire pits, fire and smoke emitters are now spawned in and out depending on the players render distance from the actor
• Optimisation: Removed unused Ocean Sounds asset which had a small cost
• Optimisation: Swap all particle effects in world with particle actor

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Steve

I mainly play Jaws of Extinction
https://store.steampowered.com/agecheck/app/617850/
http://playjoe.gg/
My next JOE Giveaway will be on the 25th Feb @ 8pm UK time
My channel artwork was made by Ryan from KYE thanks Dude
my Starting and BRB animations made by my daughter https://www.twitch.tv/redstoneregards

support me

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Live in Essex UK with the wife & 4 kids so maybe a bit of background noise as its quite busy here sometimes




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