Amongst the major performance improvements in the recent 1.1 patch, we’ve noted some emergent issues with the new Unity update (and potential crossover with Nvidia drivers and SteamVR itself), so we are going to shelve this latest update into our beta branch until we get more feedback.
If you're interested in trying it, please feel free to give it a shot and offer us feedback on the user forums.
Thanks as always for your incredible support and feedback!
To access the v1.1 Beta build
Right-click the game in your library, then go to properties. The game's properties dialog will pop up, now click over to the 'BETAS' tab. There is a dropdown box here that says 'v1.1beta'. Click on this and the beta will be queued for download. To revert back to the default branch, select 'NONE - Opt out of all beta programs'.
Call of the Starseed - Patch v1.1 Beta Notes
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-General performance enhancements using Unity 5.4.0b17 ( native OpenVR )
-Rebaked lighting to fix some visual issues
-Better OC bake for tighter geo culling
-Fixed performance issues with realtime GI in credits
-Fixed broken level transitions that were loading asynchronously ( also should load faster )
-Fixed broken level transitions if tracking was lost or player escaped elevator bounds
-Added ability to use either controller for engaging blink system
-Optimized visible bounds that were being processed outside of frustum
-Removed redundant checks in blink system
-Fixed hands not being able to pick up items
-Fixed reset checkpoint not working in the Professor's elevator control room
-Reduced performance hitches from spammed error messages
-Fixed elevator events not firing in certain cases
-Added intensity fadeout on flares to fix popping
-Fixed blink destination cursor to fix popping
-Optimized some lights in beach
-Fixed blink mode settings not saving
-Fixed issues with other quality settings not reverting properly
-Introduced a minor lighting issue near the end of the Lab, this is out of our control until the next Unity update unfortunately.
-Added reset checkpoint in tent in case of tracking loss during sleep
-Added head stability check in output log ( NOTE: Upon saving a checkpoint and going into the next level, the screen will remain dark until you keep your HMD steady. This is so you'll be
aligned to the view we'd like you to first see )
-Prebaked collision meshes for faster loading
-Removed spamming error msgs after opening beacon case
-Optimized some interactions for stability
-Prevented some random popups from showing
-Professor should not be offset while throwing fuses in certain cases
-Improved door interactions that were difficult to open