Are you ready to get dirty? New scandinavian map is coming into Virtual-O beta branch!
Landvetter-Tahult
This area is dominated by large wetlands and sparse low-growing pine trees with good visibility Size of terrain is 2x2km
What do you mean with beta branch?
Some brave users wants to see new stuff ASAP. They are willing to accept some discomfort caused by rougher state of the build. Well and beta branch is for them. If you want to have relative stable game in early access state. Than default branch is for you and you don't need to read further.
But if you would like to try new map and features ASAP. And you will accept all discomfort, than please read further. Of course all your testing wouldn't be efficient if you wouldn't report your bugs or ideas. So please send them to email specified in main menu. Take is as first draft of the map. Everything is open for change based on feedback. Thanks!
And remember I have warned you... :)
How to switch Virtual-O to beta branch?
1. Right click on Virtual-O in Steam library. Choose Properties -> Betas 2. Pick beta branch in beta dropdown 3. New build will start to download
It contains new Landvetter-Tahult map. Map conversion is not yet fully finished, see change log for further info. Performance could be worse on some systems. As I was forced to upgrade game engine version and performance of some parts were worse than on older version.
Change log:
Apart from adding new map of course
Added validation for bounds when creating elements for symbol map. Simply only used part of the OCAD map is converted.
Replaced SMAA with TAA
Added Screen Space Shadows
Major update of game engine version (in paradox game could be slower in some cases)
Made control 25% bigger
Optimized 4.9KB garbage allocation per frame
Improved world globe performance
Added Objects Streamer
Optimized image effects into one uber effect
Added optimization for multiterrain rendering (specially for Landvetter and Kingdom of Webs)
Added terrain culling distance slider. It specifies distance on which whole terrain will be culled.
Added runtime spawning of tree colliders (used for Landvetter)
Fixed "floating" pines in Lada
Removed annoying tooltips which where showing on picking of value.
Known issues in Landvetter:
Jittering of hand and compass while looking to map
Disabling objects streamer is available just for debugging purposes. It will be removed in future to secure fair conditions for all.
Some cliffs are too flat
Some symbols are not yet converted:
302 Pond
304 Uncrossable river
421 Fallen trees
505 Vehicle track (just simple conversion without special texture)
Are you ready to get dirty? New scandinavian map is coming into Virtual-O beta branch!
Landvetter-Tahult
This area is dominated by large wetlands and sparse low-growing pine trees with good visibility Size of terrain is 2x2km
What do you mean with beta branch?
Some brave users wants to see new stuff ASAP. They are willing to accept some discomfort caused by rougher state of the build. Well and beta branch is for them. If you want to have relative stable game in early access state. Than default branch is for you and you don't need to read further.
But if you would like to try new map and features ASAP. And you will accept all discomfort, than please read further. Of course all your testing wouldn't be efficient if you wouldn't report your bugs or ideas. So please send them to email specified in main menu. Take is as first draft of the map. Everything is open for change based on feedback. Thanks!
And remember I have warned you... :)
How to switch Virtual-O to beta branch?
1. Right click on Virtual-O in Steam library. Choose Properties -> Betas 2. Pick beta branch in beta dropdown 3. New build will start to download
It contains new Landvetter-Tahult map. Map conversion is not yet fully finished, see change log for further info. Performance could be worse on some systems. As I was forced to upgrade game engine version and performance of some parts were worse than on older version.
Change log:
Apart from adding new map of course
Added validation for bounds when creating elements for symbol map. Simply only used part of the OCAD map is converted.
Replaced SMAA with TAA
Added Screen Space Shadows
Major update of game engine version (in paradox game could be slower in some cases)
Made control 25% bigger
Optimized 4.9KB garbage allocation per frame
Improved world globe performance
Added Objects Streamer
Optimized image effects into one uber effect
Added optimization for multiterrain rendering (specially for Landvetter and Kingdom of Webs)
Added terrain culling distance slider. It specifies distance on which whole terrain will be culled.
Added runtime spawning of tree colliders (used for Landvetter)
Fixed "floating" pines in Lada
Removed annoying tooltips which where showing on picking of value.
Known issues in Landvetter:
Jittering of hand and compass while looking to map
Disabling objects streamer is available just for debugging purposes. It will be removed in future to secure fair conditions for all.
Some cliffs are too flat
Some symbols are not yet converted:
302 Pond
304 Uncrossable river
421 Fallen trees
505 Vehicle track (just simple conversion without special texture)
If you are attending O-Ringen next week, don't forget to visit O-Ringen Kolmården 2019 tent where you could try Virtual-O!
You will get exciting info about upcoming O-Ringen Kolmården 2019 and chance to play Virtual-O or even win Virtual-O license there.
Presentation tent is highlighted with pink color on this map:
O-Ringen Kolmården 2019
Experience the wonderful terrain of Kolmården, filled with beautiful nature reserves!
Experience a very compact and central O-Ringen city which is easy to reach from both within Sweden and across Europe, for example, by low-cost flights to nearby Skavsta airport.
Experience a concept with fellowship in focus with lots of great vacation activities both in the region and in the O-Ringen city!
Your club and family will be gathered at the same arenas all week long independent of Foot-O or MTB-O!
If you are attending O-Ringen next week, don't forget to visit O-Ringen Kolmården 2019 tent where you could try Virtual-O!
You will get exciting info about upcoming O-Ringen Kolmården 2019 and chance to play Virtual-O or even win Virtual-O license there.
Presentation tent is highlighted with pink color on this map:
O-Ringen Kolmården 2019
Experience the wonderful terrain of Kolmården, filled with beautiful nature reserves!
Experience a very compact and central O-Ringen city which is easy to reach from both within Sweden and across Europe, for example, by low-cost flights to nearby Skavsta airport.
Experience a concept with fellowship in focus with lots of great vacation activities both in the region and in the O-Ringen city!
Your club and family will be gathered at the same arenas all week long independent of Foot-O or MTB-O!
Video preview of runtime objects streaming around player
Scandinavian terrain is special beast in terms of vegetation density, so Virtual-O needed something special to get on that level.
And that's objects streaming feature. It basically generates ground objects around player on the fly. Without run-time streaming we would need to store basically hundreds of thousands if not millions of objects. Which hinders performance and memory usage a lot.
What is important, those objects are generated always on same place with same rotation scale etc, although they will despawn when you are not near. Its main purpose is for objects generation which are not paint in the map. Like small rocks, bushes, small vegetation, stumps etc. But I'm using it now experimentally for symbols 407 and 409 too and it's working great.
It's very exciting feature which is able to deliver lot of small details without big performance hit. At first it will be only available only on new scandinavian map. But it's implemented in a way which make it possible to add it to old maps too.
Video preview of runtime objects streaming around player
Scandinavian terrain is special beast in terms of vegetation density, so Virtual-O needed something special to get on that level.
And that's objects streaming feature. It basically generates ground objects around player on the fly. Without run-time streaming we would need to store basically hundreds of thousands if not millions of objects. Which hinders performance and memory usage a lot.
What is important, those objects are generated always on same place with same rotation scale etc, although they will despawn when you are not near. Its main purpose is for objects generation which are not paint in the map. Like small rocks, bushes, small vegetation, stumps etc. But I'm using it now experimentally for symbols 407 and 409 too and it's working great.
It's very exciting feature which is able to deliver lot of small details without big performance hit. At first it will be only available only on new scandinavian map. But it's implemented in a way which make it possible to add it to old maps too.