After 15 different beta versions where hopefully all bugs were fixed, Update 11 is finally live in the stable branch of the game!
As usual, here is a very quick overview of the new things added in this Update, with more details below:
- This Update adds a chest, which is the first object using a completely new system allowing for 100% free placement, including rotation. No dependency on the voxel grid! - Spawning of recipes is significantly more likely than before, and new recipes now correctly spawn in old chunks - The brightness during day in shadowed areas was increased - The side the arrow nocks on the bow was fixed - A new, significantly better looking birch texture was added - There now is a left handed mode which swaps the controllers, allowing left handed rift users to nicely play the game - Block items now have an outline when selected instead of fully glowing yellow/green - A different "experimental" algorithm for the dynamic res was added - General optimizations
Chest
The chest is a complete new object type in the game. You can freely place and rotate it without any dependency on the voxel grid. Even after you placed it, you can still freely move it around. So if you don't like the position, you don't need to destroy it. Just like in the real world, you can just move it by grabbing it with both hands.
As everything else in the game, the chest is from the ground up built for roomscale VR. That means the chest has no UI, everything is done with your hands in VR. You need both hands to open the chest, one to lift up a latch and the other to open the chest.
You can add full stacks from your inventory to the chest by dragging them from the inventory UI into the chest, you can pickup items in the world and put them into the chest, you can move full stacks from one chest into another chest (not need to first put them into the inventory) and you can take individual items out of the chest and drop them in the world.
The chest is crafted with copper and wood and has 16 slots for items. Due to the chest now existing, inventory space was reduced to 28 slots.
Recipes do spawn significantly more often now, so you have to spend less time with finding recipes.
Some previous update added a feature that recipes added with new versions of the game do also spawn on old parts of the world, but that feature didn't work correctly. This is fixed in this update, and especially new recipes are very easy to find now. This means you won't have to search long to find the chest recipe, you will likely find it quite quickly.
Due to some changes in the code, your recent "Instant Loading" files can't be used with this update, so they will be deleted and newly created. This means the first load of your world with Update 11 will be slower than usual, but when it fully loaded once and you leave the world and enter it again, you will see the usual (or better) loading speed!
Increased brightness in shadowed areas
Many people did say that shadowed areas are too dark in the game during the day, so this was improved with this Update 11. It should look more like day now.
Also, a major lighting bug that you probably never noticed was fixed. I have worked quite a bit on rain already, and there that bug was very significant.
Left handed mode
Vive users can just switch controllers, but left handed rift users do need a way to switch controllers to nicely play the game. This feature was not actually tested by any left handed rift user yet (none were active recently on discord), so don't expect it to be 100% perfect yet. If there are any issues with it, please report them in the steam forums or on discord.
To enable the left handed mode, go into %localappdata%/cyubeVR/Saved/Config/WindowsNoEditor/Engine.ini and add
LeftHandedMode=1
below
[cyubeVR.Settings]
In the future a nice UI can be added for that, but you probably won't often change that setting.
Different "experimental" algorithm for the dynamic resolution
cyubeVR always used dynamic resolution, and sometimes it could happen that when your CPU is at 100% usage because some software in the background is running (like OBS while streaming), the resolution in the game would decrease and the game would become blurry. This Update 11 added a different experimental way to detect GPU usage which should be less affected by 100% CPU usage.
You can enable the experimental algorithm in the settings. Most likely, you want to stay on the default setting though.
.
That's all for today! Thanks for caring about the game and as usually, make sure to report all issues you see and give me as much feedback as possible in the official forums or the official discord server :) Also, don't forget to write a review for the game if you haven't done that already. Writing a review and spreading the word about the game is the easiest way you can support the game!
Looking forward to hearing what you think about the new update, and I'm excited about Update 12 already which will most likely add at least 2 new blocks to build with :)
After 15 different beta versions where hopefully all bugs were fixed, Update 11 is finally live in the stable branch of the game!
As usual, here is a very quick overview of the new things added in this Update, with more details below:
- This Update adds a chest, which is the first object using a completely new system allowing for 100% free placement, including rotation. No dependency on the voxel grid! - Spawning of recipes is significantly more likely than before, and new recipes now correctly spawn in old chunks - The brightness during day in shadowed areas was increased - The side the arrow nocks on the bow was fixed - A new, significantly better looking birch texture was added - There now is a left handed mode which swaps the controllers, allowing left handed rift users to nicely play the game - Block items now have an outline when selected instead of fully glowing yellow/green - A different "experimental" algorithm for the dynamic res was added - General optimizations
Chest
The chest is a complete new object type in the game. You can freely place and rotate it without any dependency on the voxel grid. Even after you placed it, you can still freely move it around. So if you don't like the position, you don't need to destroy it. Just like in the real world, you can just move it by grabbing it with both hands.
As everything else in the game, the chest is from the ground up built for roomscale VR. That means the chest has no UI, everything is done with your hands in VR. You need both hands to open the chest, one to lift up a latch and the other to open the chest.
You can add full stacks from your inventory to the chest by dragging them from the inventory UI into the chest, you can pickup items in the world and put them into the chest, you can move full stacks from one chest into another chest (not need to first put them into the inventory) and you can take individual items out of the chest and drop them in the world.
The chest is crafted with copper and wood and has 16 slots for items. Due to the chest now existing, inventory space was reduced to 28 slots.
Recipes do spawn significantly more often now, so you have to spend less time with finding recipes.
Some previous update added a feature that recipes added with new versions of the game do also spawn on old parts of the world, but that feature didn't work correctly. This is fixed in this update, and especially new recipes are very easy to find now. This means you won't have to search long to find the chest recipe, you will likely find it quite quickly.
Due to some changes in the code, your recent "Instant Loading" files can't be used with this update, so they will be deleted and newly created. This means the first load of your world with Update 11 will be slower than usual, but when it fully loaded once and you leave the world and enter it again, you will see the usual (or better) loading speed!
Increased brightness in shadowed areas
Many people did say that shadowed areas are too dark in the game during the day, so this was improved with this Update 11. It should look more like day now.
Also, a major lighting bug that you probably never noticed was fixed. I have worked quite a bit on rain already, and there that bug was very significant.
Left handed mode
Vive users can just switch controllers, but left handed rift users do need a way to switch controllers to nicely play the game. This feature was not actually tested by any left handed rift user yet (none were active recently on discord), so don't expect it to be 100% perfect yet. If there are any issues with it, please report them in the steam forums or on discord.
To enable the left handed mode, go into %localappdata%/cyubeVR/Saved/Config/WindowsNoEditor/Engine.ini and add
LeftHandedMode=1
below
[cyubeVR.Settings]
In the future a nice UI can be added for that, but you probably won't often change that setting.
Different "experimental" algorithm for the dynamic resolution
cyubeVR always used dynamic resolution, and sometimes it could happen that when your CPU is at 100% usage because some software in the background is running (like OBS while streaming), the resolution in the game would decrease and the game would become blurry. This Update 11 added a different experimental way to detect GPU usage which should be less affected by 100% CPU usage.
You can enable the experimental algorithm in the settings. Most likely, you want to stay on the default setting though.
.
That's all for today! Thanks for caring about the game and as usually, make sure to report all issues you see and give me as much feedback as possible in the official forums or the official discord server :) Also, don't forget to write a review for the game if you haven't done that already. Writing a review and spreading the word about the game is the easiest way you can support the game!
Looking forward to hearing what you think about the new update, and I'm excited about Update 12 already which will most likely add at least 2 new blocks to build with :)
the last weekly report was released roughly a week ago, so it's time for another one!
In the last 1.5 weeks I have worked on very exciting things. Update 10 was released with some minor optimizations, but the real work done was on the chest and a whole new "subsystem" in the game that will allow for 100% free placement of objects. The chest is the first of those objects, so a lot of general work on that system was done that will apply to all objects in the future, not just the chest.
100% free placement means there is no dependency on the voxel grid at all. You can place these objects anywhere, and then even grab them with both hands after they are placed and change their position or rotate them, just like you would move around furniture in the real world!
This will allow for some very great interiors once chairs and other furniture is added. You will be able to arrange chests or chairs in a circle or do any other things that are quite unusual in a "voxel game". I'm sure people will be very creative with that!
The chest is now in the beta branch, so if you want to help test it and find issues that hopefully don't exist, join us in the official discord server where you can chat with me and talk to more than 200 other people about the game :)
If no major issues are found you can expect to see Update 11 with the chest in the next few days.
Also, take a look at this great screenshot taken by "Aelgiz" using the new 8K screenshot feature that was added in Update 9:
I very much like seeing impressive things like that, so if you built anything great, don't forget to take a screenshot of it with pressing both teleport buttons for half a second.
That's all for now! Spread the word about the game wherever you can and make sure to make me aware of any feedback you have in the steam forums or on discord.
the last weekly report was released roughly a week ago, so it's time for another one!
In the last 1.5 weeks I have worked on very exciting things. Update 10 was released with some minor optimizations, but the real work done was on the chest and a whole new "subsystem" in the game that will allow for 100% free placement of objects. The chest is the first of those objects, so a lot of general work on that system was done that will apply to all objects in the future, not just the chest.
100% free placement means there is no dependency on the voxel grid at all. You can place these objects anywhere, and then even grab them with both hands after they are placed and change their position or rotate them, just like you would move around furniture in the real world!
This will allow for some very great interiors once chairs and other furniture is added. You will be able to arrange chests or chairs in a circle or do any other things that are quite unusual in a "voxel game". I'm sure people will be very creative with that!
The chest is now in the beta branch, so if you want to help test it and find issues that hopefully don't exist, join us in the official discord server where you can chat with me and talk to more than 200 other people about the game :)
If no major issues are found you can expect to see Update 11 with the chest in the next few days.
Also, take a look at this great screenshot taken by "Aelgiz" using the new 8K screenshot feature that was added in Update 9:
I very much like seeing impressive things like that, so if you built anything great, don't forget to take a screenshot of it with pressing both teleport buttons for half a second.
That's all for now! Spread the word about the game wherever you can and make sure to make me aware of any feedback you have in the steam forums or on discord.
Update 10 is live, adding some optimizations and fixing some small issues introduced in Update 9.
Update 9 made removal of blocks a bit more "laggy", so that's fixed now.
This update also reduces the amount of bloom that is applied to the 8K screenshots, because it was just a bit too much. As a result, the 8K screenshots that you can trigger with holding both teleport buttons for 0.5 seconds appear significantly sharper now.
The next update will be more exciting and should be ready for testing in the "beta" branch quite soon. It's mostly done already and will add a chest so that you can actually store things! Stay tuned :)
Update 10 is live, adding some optimizations and fixing some small issues introduced in Update 9.
Update 9 made removal of blocks a bit more "laggy", so that's fixed now.
This update also reduces the amount of bloom that is applied to the 8K screenshots, because it was just a bit too much. As a result, the 8K screenshots that you can trigger with holding both teleport buttons for 0.5 seconds appear significantly sharper now.
The next update will be more exciting and should be ready for testing in the "beta" branch quite soon. It's mostly done already and will add a chest so that you can actually store things! Stay tuned :)
Update 9 is live, adding Instant Loading which increases world loading speed by more than 10000%, new awesome high-res screenshots that are automatically added to your Steam Screenshot library, and more!
This update took significantly longer than other updates due to the complexity a 10000% increase in speed means. Between the release of Update 8 and today, 8 different beta versions were released and tested by players in the official discord server. Thanks to their testing, all issues are hopefully fixed and even a change as complex as this should be perfectly stable now!
Instant Loading
The new Instant Loading works by storing everything that's needed for the whole viewdistance to load on disk, so that the CPU has almost nothing to do when you enter a world or walk somewhere where you have been before.
In earlier versions of the game, depending on your CPU, it was possible that you had to wait 1-3 minutes when entering a world until all the world in the distance was loaded. Now, with the new Instant Loading, the whole view distance will be fully loaded once the loading screen disappears.
If you are coming from a world that was generated in an older version, you need to enter the world, wait until everything has loaded (that's not faster yet), then leave the world again. Once you enter the world now, you benefit from the new Instant Loading!
Awesome 8K screenshots
You can now take awesome very high resolution screenshots in the game by pressing and holding both teleport buttons for half a second. The game will freeze for a second while it takes an almost-8K screenshot thats also tagged correctly as "cyubeVR" on Steam.
You will hear the screenshot sound from Steam, and the screenshot will appear in your screenshot library where you can upload it with 1 click to the Screenshots Section of the game on Steam to show everyone what awesome things you have built, or special areas in the world that you find worth sharing!
If you have anything great to share, you now have the ability to take great screenshots that you can show to people on Twitter, Facebook, Reddit, Imgur or all other places in the internet!
The screenshot is taken with the maximum resolution that Steam supports, which is more than 3 times the amount of pixels of 4K. If Steam ever supports more, I'll add support for more :)
You can already visit the Screenshots Section on Steam to look at some of the screenshots taken with the new feature by people testing the beta branch of the game:
- There is a version number in the main menu now, so you can easily see if your game is updated correctly.
- The teleport beam now takes a short while before it reaches full length again after a teleport, so teleporting huge distances at very crazy speeds is less possible now. For regular usage, you won't really notice a difference. The general goal is having teleport and smooth locomotion balanced, so in future updates the speed you can travel at with smooth locomotion will be increased.
If you see any crashes or other bugs in this version, please make sure to read this thread and report them correctly so that they can be fixed in the next update.
As always, please make sure to give me feedback in the steam forums or on discord :)
Update 9 is live, adding Instant Loading which increases world loading speed by more than 10000%, new awesome high-res screenshots that are automatically added to your Steam Screenshot library, and more!
This update took significantly longer than other updates due to the complexity a 10000% increase in speed means. Between the release of Update 8 and today, 8 different beta versions were released and tested by players in the official discord server. Thanks to their testing, all issues are hopefully fixed and even a change as complex as this should be perfectly stable now!
Instant Loading
The new Instant Loading works by storing everything that's needed for the whole viewdistance to load on disk, so that the CPU has almost nothing to do when you enter a world or walk somewhere where you have been before.
In earlier versions of the game, depending on your CPU, it was possible that you had to wait 1-3 minutes when entering a world until all the world in the distance was loaded. Now, with the new Instant Loading, the whole view distance will be fully loaded once the loading screen disappears.
If you are coming from a world that was generated in an older version, you need to enter the world, wait until everything has loaded (that's not faster yet), then leave the world again. Once you enter the world now, you benefit from the new Instant Loading!
Awesome 8K screenshots
You can now take awesome very high resolution screenshots in the game by pressing and holding both teleport buttons for half a second. The game will freeze for a second while it takes an almost-8K screenshot thats also tagged correctly as "cyubeVR" on Steam.
You will hear the screenshot sound from Steam, and the screenshot will appear in your screenshot library where you can upload it with 1 click to the Screenshots Section of the game on Steam to show everyone what awesome things you have built, or special areas in the world that you find worth sharing!
If you have anything great to share, you now have the ability to take great screenshots that you can show to people on Twitter, Facebook, Reddit, Imgur or all other places in the internet!
The screenshot is taken with the maximum resolution that Steam supports, which is more than 3 times the amount of pixels of 4K. If Steam ever supports more, I'll add support for more :)
You can already visit the Screenshots Section on Steam to look at some of the screenshots taken with the new feature by people testing the beta branch of the game:
- There is a version number in the main menu now, so you can easily see if your game is updated correctly.
- The teleport beam now takes a short while before it reaches full length again after a teleport, so teleporting huge distances at very crazy speeds is less possible now. For regular usage, you won't really notice a difference. The general goal is having teleport and smooth locomotion balanced, so in future updates the speed you can travel at with smooth locomotion will be increased.
If you see any crashes or other bugs in this version, please make sure to read this thread and report them correctly so that they can be fixed in the next update.
As always, please make sure to give me feedback in the steam forums or on discord :)
in the last few weeks there were so many updates that we didn't really get to write any "weekly reports", but we always planned to write these so from now on you can expect them once a week.
Update 8 with the compass was released a week ago. After that we've worked on a major world loading optimization that will speed up loading existing parts of the world by more than 10000%.
This is a very significant change in the code, and beta 9.0 was released in the beta branch on sunday, available for beta testers in the official discord server. A few bugs were found, some of them fixed in the beta 9.1 that was released yesterday. Once all remaining issues with the new loading are fixed, it will be released as Update 9 (should be in the next 1-3 days).
After that, you can expect to see some new content!
That's all for now. If you have any feedback about anything, please make us aware of it in the steam forums or on discord :)
in the last few weeks there were so many updates that we didn't really get to write any "weekly reports", but we always planned to write these so from now on you can expect them once a week.
Update 8 with the compass was released a week ago. After that we've worked on a major world loading optimization that will speed up loading existing parts of the world by more than 10000%.
This is a very significant change in the code, and beta 9.0 was released in the beta branch on sunday, available for beta testers in the official discord server. A few bugs were found, some of them fixed in the beta 9.1 that was released yesterday. Once all remaining issues with the new loading are fixed, it will be released as Update 9 (should be in the next 1-3 days).
After that, you can expect to see some new content!
That's all for now. If you have any feedback about anything, please make us aware of it in the steam forums or on discord :)