Source: Steam Community (opens in a new tab)
v0.2.0
Known Issues
- The new ML model produces occasional straight-line artifacts at tile edges; a new base map is planned to fix this
- Waypoints have been reset to accommodate for changes to terrain generation
- Terrain horizontal displacement is disabled until camera system support is added, to avoid the camera going under the terrain
- Enabling 'Hardware Raytracing' while setting 'Hardware Raytracing Mode' to Off may cause the app to crash after some time
Features
World
- New ML terrain model with improved mountains & elevation
- Work has been done to improve the appearance of all in-game population assets (LOD's, normals, impostors) (PST-2998)
Rendering
- Ray-tracing (experimental) can now be enabled via the settings menu (PST-1748)
- Added tone mapping & colour-grading to make the world look more vibrant (PST-3171)
- Added FSR & DLSS support (PST-3130)
- Added FSR & DLSS based anti-aliasing support (PST-3320)
- Added two-pass HiZ occlusion culling to increase rendering performance
- Updated SMAA to the latest version
- Lazily loaded the cloud textures to improve performance
- Impostors support cascaded shadow maps (PST-2084)
Gameplay
- Iterated on waypoints
- Interact with a waypoint to get a periscope view and 'race' to visible waypoints in the distance (PST-3076/3077/3334/3335)
- Users can now create up to 10 waypoints, up from 4
- Created waypoints spawn in front of you (PST-3333)
- Owned waypoints are now white, non-owned are black
- Waypoints are now updated every 10 seconds, allowing you to see waypoints placed in near real-time (PST-2478)
Application
- Added a splash screen which covers up the planet until it's ready to be shown (PST-3344)
- Showing input hints for undocumented controls (Q & E - up and down) and fix conflicting inputs
- Added a setting to invert vertical mouse movement (PST-2486, https://github.com/PLAYERUNKNOWN-Productions/Preface-User-Support/issues/3)
Fixes
- Resolved multiple existing ECS issues, uncovered by moving to a type-safe API (PST-3070/3072)
- Fixed incorrect waypoint colours and waypoint sound-streaming crash (PST-3078/3257)
- The latest notifications are now always downloaded from the server on start-up, even after reinstalling
- Fixed a crash when taking a screenshot after changing resolution
- Fixed some of the lighting on the dark side of the planet and on the GPU grass
- The title bar now stays on screen when switching to windowed mode (https://github.com/PLAYERUNKNOWN-Productions/Preface-User-Support/issues/9)
- Fixed various GPU crashes and rendering issues
- Analytics are now sent to a more appropriate back-end environment
- Stopped tracking VRAM usage each frame, increasing performance
- Time of day should match for anyone at the same location (PST-3188)
- Cleaned up and improved speed of shader cache generation
- Fixed various errors that appeared when exiting the application
- Fixed various UI scaling issues (PST-3354/3356)
- Waypoints no longer flicker briefly when refreshed (PST-3337)
- Postcards and waypoints windows can be closed by the same button that opened them (PST-2271)
- Include meta-data for postcard PNG's (PST-3395)
- Disabled horizontal displacement, to be reimplemented with CPU support (PST-3345)
- Hide terrain unloading during shutdown (PST-3209)
- Make UI elements more consistent and conforming to design style by unifying and reusing more code (PST-3279/2532)
- Stop loading screen audio when starting the game via deep link (PST-3264)
- Waypoints stream in and out at a consistent distance (PST-3339)
- Motion blur setting re-added to user menu (PST-2310)
Invisible / Upcoming Work
Engine
- Rewrote ECS back-end
- Refactored existing implementation to comply to common constraints, making it possible to switch between ECS back-ends
- Integrated and evaluated several existing ECS back-ends (EnTT, Flecs)
- Replaced sparse array-based storage with a sparse-set based storage to reduce memory waste and cache misses
- Moved from a macro heavy API to a templated type-safe API to prevent accidental misuse and fixed various issues that it surfaced
- Deferred commands that write to the ECS for safer multi-threading (PST-3363)
- Separated API into public and private parts (implementation details)
- Worked on networking / replication fundamentals
- Serialization
- RPC's
- Registry
- Testing facilities (PST-3149)
- Replication demo
- Iterated on asset import tools to convert assets and import them directly into a running game (PST-3440)
- Worked on tooling & workflows to more easily author data collection, processing and retrieval in-game to allow for further interactivity in the future
- Added in-game voting system to solicit user feedback
- Integrated various monitoring and profiling tools (PresentMon, GameProfiler)
- Set up the project for more robust testing (starting with Replication)
- Integrated robot-framework for more elaborate automated testing
- Tracked more relevant information when a crash occurs (unsupported hardware, assert callstacks)
- Added meta-data to the executable file
- Moved to C++17 and started using supported features
* Nested namespaces
* Replace boost filesystem with std::filesystem
- Adopted LLVM code guidelines
- Worked on headless mode for the app & tooling (PST-2711)
- Worked on project / solution generation to improve easy of use and maintainability (PST-2927, PST-3318)
- Add automated tests for the Data & Privacy Settings popup (PST-2923)
- Iterated on internal logging tools (PST-2849)
Rendering
- Implemented new GPU-profiling subsystem (PST-3190/3191/PST-2100)
* Timestamp / statistics queries
* Thread-safe context
* FPS histogram & debug UI
- Integrated IMGUI multi-viewport features to support more advanced engine tooling
- Prototyped oceans