[h1]0.6.7.0 - Major Optimization Patch[/h1] Thank you all for your patience, we’ve heard your feedback regarding performance, and over the past two weeks, we’ve been focused on optimization. The performance issues were most prominent in foliage-heavy areas, with the Northern Forest being the most affected. Here’s what we observed: - High-end machines (e.g., Ryzen 9 7950X3D + RTX 4090), which we expected to run at 60 FPS in 4K on High Quality, were averaging around 52.5 FPS, occasionally dropping as low as 40 FPS. - Mid-range machines (e.g., Ryzen 5 5500 + AMD RX 7600), which we expected to hit 30 FPS at 1080p on High Quality, were averaging 27.5 FPS, with lows reaching 22 FPS. After our optimizations, we’ve significantly improved performance in foliage-heavy areas: -High-end machines now average 68.5 FPS at 4K on High Quality, with drops rarely going below 62.5 FPS, and never for prolonged periods. - Mid-range machines now average 41.5 FPS at 1080p on High Quality, with dips rarely falling below 37 FPS, and never for prolonged periods. Of course, performance can vary based on specific hardware setups, but overall, you can expect improvements in the range of 10-15 FPS. In short: - High-end machines can now comfortably hit 60 FPS at 4K on High Quality. - Mid-range machines can confidently achieve 30 FPS at 1080p on High Quality. Thank you all for your patience on this topic! On other topics, there were also a few additions for gameplay and quality-of-life. They're in the notes! [b]OPTIMIZATION[/b] 1.1 We've reduced the over-use of hardware occlusion in certain particle effect systems, which was unnecessarily straining the CPU. 1.2 Shadow rendering for foliage has been tuned to lower GPU costs with minimal impact on the overall look, providing smoother performance, especially in foliage-heavy areas. 1.3 Reflection settings have been optimized to reduce overall costs, improving performance while retaining visual quality." [b]GAMEPLAY ADDITIONS[/b] 2.1 Each weapon has been given a distinct light gliding attack! [b]QUALITY OF LIFE[/b] 3.1 We've added pop-ups to specify why multiplayer sessions fail, so it's less of a mystery. 3.2 The options menu has been reorganized to be a little less messy." [b]CHANGES[/b] 4.1 The VFX for villager smoke now stays visible for a lot longer as you approach its position. 4.2 There were areas in the crater where it was easy for the player to get stuck. Those should be greatly alleviated. FIXES 5.1 There was a collision issue wherein players could fall through the tops of mushrooms. That's now fixed. 5.2 There was an issue where villagers would float into the sky after being hit by monsters. That should no longer happen. 5.3 In multiplayer, clients were not having knockback properly applied. That should now be fixed. 5.4 There was an issue where you weren't able to select Geruth in the villager placement screen when you had more than 6 villagers (depending on the game screen width). That's now fixed. 5.5 There was an issue where when you refunded a station while its tasks were queued, that you'd lose the ability to schedule those tasks in the future. TWEAKS 6.1 Quick Weapon swapping UI has been given a face lift.