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Update 24 (more antialiasing options)

I'm still looking for more feedback on the new visuals in Factory. Just whether you think it adds something to the game over the old style would be good to know.

Another thing I'd love to hear from more people about is the performance difference between Factory and the other maps. Particularly if you have a very low end system, with integrated graphics. So far I've had one report of severe performance loss, but from my own testing on low end systems, there seems to be a difference of about 5fps, which isn't too bad (and I hope I'll be able to remove even that, with more data).

Anyway, if you want to be more involved in the art overhaul, I'll be spamming my progress on Twitter: https://twitter.com/Zero_G_Arena
So if you're a twitter user, that would be a great way to let me know what you think of assets as I'm working on them, which will be more effective than waiting for them to make it into the full game, and ultimately steer the game towards looking how you'd like it to.
I was spamming my progress in the art section of the community hub, but I thought that was bad form, since it pushes other peoples actual art down in visibility.

ADDITIONS:

  • You can now change the antialiasing type from the graphics options menu. It previously used TemporalAA by default. You can now choose between:
    • FXAA: This seems to produce a gritty shimmering effect when moving the camera.
    • TemporalAA: This appears smoother overall, but seems to produce smudgy, blurry artifacts when moving the camera.

    Let me know which one you prefer! I don't imagine it will make a big difference to most people though. I think possibly FXAA might be faster, which could be a deciding factor.

  • On request, I've added back the old "GrappleReel_Hold" control as an alternative to the mouse wheel for the advanced grapple controls. It's bound to Q now, since the kick is using shift these days, but you can rebind it back to shift yourself if you want.
  • There's now a "news" tab in the main menu. It occurred to me that probably relatively few people read the release notes, so I'm planning to use this to explain elements of the game's current state that warrant explanation (currently the art test in Factory).

CHANGES:

  • UE4's built in FPS monitor is clearly vastly superior to mine, so the H key now uses that instead.
  • Your ping and speed can now be shown with the V key, independently of the framerate.
  • The other performance profiling tools that were on number keys since the last update are now bound to different keys:
    • J to show breakdown of frame time between CPU, GPU and draw calls
    • K to use the GPU profiler, which, as mentioned in the last update I still haven't figured out how to use in the shipped game.

BUGFIXES:

  • The new map name display on joining a match didn't update when switching maps. This is fixed now.