The options menu in Keep Defending is slowly growing and now contains a number of performance settings that can help you either increase visual fidelity for high-end hardware, or lower the quality to help raise the frame-rate to ensure smooth VR playing on less than optimal PC setups.
The small clip below shows the "Full Weather FX" setting which enables/disables various particle effects in game from rain mist to smoke on bonfires and others. Disabling this will free up some extra fps on low-end machines. Not easy to see in this animated gif, but there are also new FX in place with the smoke from the bonfires now casting shadows onto the landscape.
I've mentioned the Sub/Super-Sampling options previously, however there is now an additional slider for changing the MSAA (Multisample anti-aliasing) levels between 0 (no AA), 2x, 4x (default), and 8x.
If you have high-end hardware then adjusting the Super-Sampling will get you better visual quality results so try setting that to values higher than 1. For low-end hardware, dropping the MSAA level to 2x or even 0 might help you get the frame-rate needed for smooth VR playing (at the expense of visual quality).
Although not a new option (I just haven't mentioned it before), the below clip shows the "Interface Scale" setting in action:
This dynamically resizes the scale of user interface panels in the game. Changing the scale in the settings affects all user interface (and hint texts) so they can be shown further away or closer in depending on what's most comfortable to the player.
Finally, there is also a new player preference called "Use Quiver". This has been the default to date and forces the player to reach for an arrow behind their shoulder to spawn an arrow. Now you can disable this option and spawn an arrow by just pressing the trigger (although you can't spawn arrows too close to your bow in an effort to stop machine-gunning the enemies!).
These options will appear in the next update for Keep Defending which I'm hoping to release late next week (or very early the week starting 13th Feb). The new update will include the new Mutton Valley map I previewed last week, as well as a second map called "Crystal Caves". Crystal Caves is still work-in-progress (so no footage yet, sorry), however it will introduce a 3rd type of level/mode called "Advance" to complement the existing "Ambush" and "Gate Defense" modes. More details soon...
Thanks for reading :)