Game optimization
-Optimization of RAM and loading time -Optimization of textures and materials -Adding collisions on cans on a table in the city
Developer posts and news about this game.

-Optimization of RAM and loading time -Optimization of textures and materials -Adding collisions on cans on a table in the city

-Collision optimization -Withdrawals of some elements invisible to the naked eye and useless -Adding collisions on wood that did not have one in houses -Optimization of some texture and adjustment of a fabric in a house that was not visible from below -Setting a bug that could ch

-Particle optimization -Animation of the main UI elements when hovering over them (pause menu, Jones and Guynelk object selection, character selection menu, and main menu) -Improved spiderweb visuals

-Adjusting a bug or Saphir could use certain techniques when the game was paused -Change of the material of the crystal monster to make it prettier and also for optimization -Optimization of a few textures -Adjustment of a more or less recent problem where Guynelk’s hair (not the

-Collision optimization in the open world only -Texture optimization in the open world only -Adding a missing collision of ladders, tables, and chairs in open world homes -Opening the doors in the mill in the open world so that we can go inside -Arrangement of a material in house

-Adding collisions on some chairs of a building because there weren’t any -Removal of collisions of certain flat objects in buildings to optimize play -Jones can no longer crouch or get up when the object selection menu is open because there was a button conflict on the controlle

-Arrangement of the DLSS to increase performance and avoid unrealistic artifacts with bloom -Fixing a bug full of quests had become impossible to do with Jones -Adjusting a bug or the image of memories from Evil Elsa’s quest was not correct

-Optimization of materials -Shader optimization -Arrangement of the hair of Lifer and Succubis -Added DLSS in all the game’s cinematics, but improved the quality of the game -Addition of DLSS in all the cinematics and improvement of its quality -Optimization of advertising poster

-Optimization of particles -Arrangement of the LODs for better quality compared to the recent update -Improvement of trees and other objects in the distance for more details without too much performance loss, or even not at all

-Optimization of grass -Optimization of materials -Arrangement of herbs compared to the previous version -Arrangement of the DLSS compared to recent versions -Change in how objects in the open world disappear compared to the previous version -Improved skin effects compared to the

-Huge optimization of RAM and materials -Improvement and optimization of the quality of the grass -Arrangement of certain LOD on the npc hair for better quality -Arrangement of the DLSS for better quality -Display of a loading text when the game quality is changed -Adding a new d

-Adjusting a bug with screen switching in multiplayer when the game is paused -Optimization of the DLSS -Optimization of internal parameters such as materials or shaders -Fixed a bug that prevented players from being frozen by Guynelk in 4-player multiplayer -Color optimization i

-Optimization of textures -Improvement of the quality of a building in the city -The transition of car LODs is more direct than before -Change on the resolution of city land to optimize -Added a tutorial that suggests to the player whether or not to leave the city during the demo

-Optimization of RAM -Adjusting animation bugs when Jones crouches down -We can go back to the title screen when we finish the demo -Setting a recent bug where the button icon did not appear when certain treasures were being picked up -There is now a 5-second cooldown when Reydun

-Optimization of RAM and textures -Improvement of some camera shots, especially during the tutorial/demo -Increase in loading time in the city and open world -The effect of the grids in the training room moves less quickly -Adjusting a bug where the scenery could disappear behind

-Minor bug tuning and minor optimization -Arrangement of the multiplayer UI for Guynelk, Elsa, and Saphir -Fixed a bug where Jones’s camera could be hidden in multiplay for 4

-Optimization of hair physics for Elsa and Saphir in 4-player multiplayer mode for more fps -Setting a bug where Elsa could generate energy balls with her blades when the dance is activated -Removal of collisions between body parts when the player is not in ragdoll mode to optimi

There is now a 4th attack for all characters. Added distortion effects for sword attacks and reduced trail duration. Saphir’s attack animations have been changed when the dance option is enabled. Characters float less while attacking. Added a flare effect to Tempo and Ragdoll att

Shadow optimization

-Optimization of hair physics in the open world and the city -Change of details about the spa with Elsa -Improvement in latency at the end of Emilie’s date -When we changed the screen format to make it very thin, we could see some characters naked, so I fixed the problem so that