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Dev update

Dev Update v1

New optimization and cleanup pipeline. Some results from Junon.

Rendering

City scenery now draws with 273 draw calls instead of 1,752 (around 6-7x fewer). Trees, walls, and props are instanced now instead of drawn one at a time.

Memory

Put in a draw distance so distant map parts stop rendering when you can't see them.

Quality Settings

Fixed the quality presets that control shadows, lighting, draw distance and resolution. Included dynamic resolution to help weaker rigs hold a framerate.

Textures & Cleanup

Mipmaps turned on to fix distance shimmer and save VRAM. Cleared out around 144 unused assets left over from the old conversion.

Under the Hood

Stripped dead ray-tracing shaders and turned off a global illumination system that wasn't actually doing anything.

Announcement

What this server is

Hey guys, thanks for being here early.

Quick update on what this server is: it's an Unreal Engine port project for iROSE. I brought you all in early to help test the waters when that time comes, give some direction, and check out the early pipeline work.

We're starting from scratch to make sure the core runs clean and properly optimized. Open to any and all feedback and questions as we build this out.

I started this port a few weeks ago and it's being worked on every day. The major groundwork is finished, and my current focus is dialing in performance, sorting out the UI, and polishing the terrain system, blending classic ROSE tiles with Unreal foliage, to get everything looking and running right.