Apastron - daydreamergamesofficial
Patch Notes Quality of Life Update #2

2 New Weapons :

Added Lz5 (rare)
Added Super G (uncommon)



Tutorial / Barren Rework :

The beginning of the game has heavily been reworked. A new tutorial section has been added to the beginning of the barren. There are jumping segments and notes that teach you about the mechanics of the game. A chest spawn and lots of crystals are available here.

Updated Music for the barren and the return to the void.



Fixed Bug on E1M1: Addressed concern where another camera was rendering on top of player camera. This was tanking performance and is now fixed.

Animation Reworks :

BR4-C has new animation
Addressed Concern Compact F2 sprint was not playing
Bulpor has new animation

E1M2 Changes :
Added new common chest spawn
Added another computer giving hints to location of compound.

UI Changes :

You can now put the game in windowed mode and the screen is resizable.
Ui now scales Vertically instead of Horizontally.
This adds 21:9 Resolution Support.

That's all for this update. Thanks again to everyone for the support on the game! If there are changes you would like to see or an issue you have with the game leave a suggestion down below and I might add it to the next update.
Thanks again!
~ N
Misplaced - Kuryia
BUGFIXES
- Fixed a bug that could result in the game crashing.
- Fixed a bug that prevented the music player from working as intended.
- Fixed a bug that could sometimes cause certain mutations of Spikeheads to not attack.
- Fixed some issues with some colliders on Farm map.
- Fixed certain UI elements that didn't display text properly.
- Fixed a bug that would make the brightness higher than it should be.
- Fixed a bug where AI pathing would not work as intended.
- Fixed a bug where the occlusion culling would sometimes cull objects in view.
- Fixed a bug that could cause the Messmaker projectiles to blow up in the players face.
- Fixed a bug where the out of ammo click sound would not play properly for all weapons.

BALANCE CHANGES
- Reduced damage and explosive radius for Fire eyes explosion.
- Fire eyes' fire sound is now louder.
- Dumgun is slightly more expensive but deals more damage.
- Reduced damage to self from Messmaker explosions.
- Shocker bullet travels at a faster velocity and deals more damage.
- X-Blade deals more damage.
- Enemies yield slightly more ZE, mostly noticable in the first few waves.

OTHER
- Added C as an alternative to Left CTRL for crouching.
- Shop interact area is slightly bigger.
Neos VR - Frooxius
Hello and welcome to another weekly update!

This week we have started our work on optimizations, focusing on the low hanging (but still delicious) fruit first. We’ve optimized the Skinned mesh rendering, Viseme Analysis and some other smaller things, getting some pretty decent first performance boosts as a result (e.g. 25 % framerate increase with stress test using many avatars), with a lot more to come.

The Metaverse Maker Competition is also nearing the end and with everyone finishing their submissions we want to make sure you tag your submission properly, so it doesn’t get missed. Details on how are below, make sure to double check if your submission is submitted properly!

Neos is now also available in more languages thanks to our amazing community! Neos is now also available in Finnish (thanks to AdmiralSoap and Napo), French (thanks to Archer and FreakyWaves) and Dutch (thanks to jeana and Beaned).



Metaverse Maker Competition nearing the end
The community-held creative contest by Creator Jam only has a few days left before its end. If you’re participating, make sure you submit your entry before Oct 1, 14:00 EST(UTC 18:00) Thursday. It is recommended to submit early, as you can make updates before the end. However updating the entry after the cutoff is not allowed until the judging finishes.

Also importantly, your entry must have the “MMC” tag so it is properly categorized and filtered, as well as a subcategory tag that’s either “World”, “Avatar” or “Other”. If you’re not sure how to tag your entry, check the following video by Medra:


Once the entries are submitted, the timeline is as follows:

Oct 2-4 Audience voting inside Neos.
Oct 4-9 Frooxius, 0utsider, Medra, Jak Wilmot, and Kent Bye will judge the entries.
Oct 10 Winners will be announced live in Neos via twitch stream.

The voting is going to be done through Neos itself, using a voting system created by ProbablePrime. If you’d like to learn more about it, check out his video:


We’ll be also adding an official “MMC” category in the “Worlds” menu in Neos in the next build, so you can use it to double check if your entry is properly listed! We wish everyone good luck in the last few days and we can’t wait to see all the amazing stuff you have built during the past month!

Skinned Mesh Renderer optimizations & culling modes
We have started profiling Neos more heavily with various tools in populated sessions to gather information about how different parts of the engine perform and where the bottlenecks lie. We have confirmed many of the known causes of performance issues and found some new ones.



One of the big ones that was quick to address were Skinned Mesh Renderers, particularly how they update their bounds and how they’re culled. Neos now supports 4 different modes for updating the bounding boxes:

  • Static - bounds are based on the mesh alone and do not update. This is the new default as it has no overhead and works well in most cases
  • Fast Disjoint Root Approximate - this mode pre-computes approximate spherical bounds for groups of bones (all overlapping bones get merged into a single root one) which are then used to compute the approximate bounding box. This is typically very fast, as most meshes have just one to three bone groups. It produces bounds that are bigger than needed to be, but still offer good culling.
  • Medium Per-Bone Approximate - this mode uses bounding boxes of each bone of the mesh. This provides more accurate bounds without actually transforming the geometry, but with bone-dense meshes will take a lot more performance.
  • Slow Realtime Accurate - this actually transforms the geometry every frame and uses that determine visibility. This is significantly slow, but most accurate, taking into account blendshapes as well. Recommended only when absolutely needed.
This provides much more flexibility now, rather than a constant forced slow method. Most meshes do well with the “Static” method, with “Fast Disjoint Root Approximate” providing much faster fallback in cases where the meshes get incorrectly culled.

When you’re wearing an avatar, it will automatically use “Fast Disjoint Root Approximate” for yourself, but you might need to switch to it explicitly if other users see parts of your avatar popping off.

However if possible, we strongly recommend baking your avatar meshes into a single one, which will provide a combination of best performance and culling behavior. The in-game Glue tooltip has “Skinned Mesh” baking mode, which preserves and intelligently combines all the bones and blendshapes of your mesh and allows easy way to optimize your avatars without leaving VR.

With this optimization, we have noticed about a 25 % framerate increase in a world with many avatars.

https://www.youtube.com/watch?v=w-NhlyhfVBM
Some behind the scenes of development of these new algorithms

Viseme Analyzer
Another of the low hanging fruits, but significant contributors to performance issues was the VisemeAnalyzer component, which uses the OVRLipSync library internally. Not only is the viseme analysis quite expensive (roughly 1 ms per user per frame), but it’s not properly multithreaded.

This has caused internal thread starvation, as Neos schedules heavy work on its pool of background threads, taking lots of CPU time away from useful work on other background tasks.

To fix this, we have moved the analysis to its own queue with a single background thread to avoid it from starving the thread pool and also importantly added mechanism where visemes from other users are now streamed over network, with your system only responsible for computing your own and any others not associated with an use (e.g. using it for music visualization).

These changes will heavily reduce the CPU usage in populated worlds, freeing up more system resources for other tasks and reduce occurrences of pathological behavior, where UI and other things will start locking up due to not having any background threads to run on.

Value Streams and others
Some other related optimizations involved reducing various overheads. Notably we introduced MultiValueStream<T>, which can stream multiple values with the same settings, rather than using individual ValueStream<T> for each.

This helps significantly for things like hands (or the visemes above), which contain many bones and save some CPU and memory usage, while producing the same results as before.

Many other parts of the engine and its internals have received small optimizations as well, to read more about them, check out the #neos-updates channel on our official Discord or the release notes on Steam.

Collider User Tracker, Silencing users and more
While the focus is on optimizations, we’re adding new features as well. Some of them are designed to allow you better optimize your own creations as well, such as the new ColliderUserTracker component.

This component tracks users inside a collider (setup as a trigger), automatically providing information if any or the local users are inside. This allows you to easily setup culling zones or build things like automatic doors and other behaviors.

Another addition is the ability to Silence users, which helps with self-moderation. Unlike Mute, it will Silence the user for everyone in the session, which can be helpful in many cases, for example users with significant echo. For list of other new features, check out the update notes on Steam or our official Discord.

Community September Showcase
As usual, the last stream of the month is dedicated to you, our community and all the amazing things you have built. If you missed the Friday stream, you can watch the archive here. We take a look at few of the already published MMC entries and other creations:



What’s next?
We’re going to be focusing on more optimizations in the upcoming week based on the profiling data, gradually improving performance of Neos as we go.

We have a few smaller, but impactful optimizations planned, like revamping the moved event system, but we’ll be transitioning to bigger architectural reworks and improvements, which will help unlock significant performance gains and implement new optimization features.

To get the latest info, you can keep an eye on the #devlog channel on our official Discord. Thank you for reading and as always, thank you for supporting Neos and making it better every day!

Sep 27, 2020
Slapshot: Rebound - Erveon
Rebound v0.35.2 is live

Gameplay
-Changed starting stamina on faceoffs to 25%. This amount is configurable remotely
-The puck now has a little more freedom to flip and turn

Visuals / Cosmetics
-Added 5 new jersey cosmetics to the shop: Fade, Spangled, Solid, Classic, and R3FB0T
-Player numbers are now shown on the backs of players
-Changed the default jersey to combine old home and away style
-Reduced the intensity of the player breathing animation

Sounds
-Added sounds for stopping/braking

UI
-Names of custom lobbies for muted players will show as 'Custom Private Lobby'

Quality of Life
-Player models that have been rotated within a cosmetic menu (player, appearance, shop) will now have their rotation reset when returning to a non-cosmetic menu

Fixes
-Returning to a lobby will no longer show the 'return to lobby' button
-Mutes and bans now apply immediately
-Fixed shop preview images for: shutter glasses & ducktail beard
-Fixed the bald spot and sideburns on the default hair
-Fixed some aesthetic issues on the goon, mutton chop, and buzzcut cosmetics
-Reversed direction of lower hook on hook glove cosmetic
-Fixed an issue which caused profiles to not load correctly

Note
-The game now only supports 64-bit
Sep 27, 2020
Trials of Wilderness - Wortex
added: new terrain textures
added: new grass
increased foundation height
on a crossbow and hunting rifle crosshair does not disappear when you hold them, it disappears only while aiming
changed position of the spear when you equip it
other bug fixes
Slotracers VR - Unknown Soldier
Hello everybody!

Today's devblog is all about scenery. The screenshots we're sharing today are from some of the upcoming campaign maps. The campaign itself will be the topic of a later devblog. We don't have that much to say, so let's get to the screenshots!

American Desert








European Countryside










International Racecup








Delay
Unfortunately, as summer is coming to an end, we've missed our original release window. While we're sorry that the game will take a bit longer, we think it's for the best. We won't release this game until we are fully certain that it meets the standard that we've set ourselves, and currently the game doesn't meet this standard yet.

We are hoping to get the game out the door before the end of the year, however at the moment we're uncertain if that will be possible.



Stay tuned and stay safe!
Sep 27, 2020
Swords 'n Magic and Stuff - Kindred
Here we go again! This hotfix address mainly the quest bug issue.

Last patch we accidentally removed a quest from the center of our quest table. This shifted everyone's quests back one, giving players incorrect quests and in many cases, giving them old quests they'd already completed.

We've fixed this issue and shifted the table back, but if you've done any of those shifted quests since then, or any new quests, then expect to have even more bugged quests.

Unfortunately this kind of stuff is bound to happen in Early Access. Because of this, we've added a command you can type into the chatbox: /clearquests

This command will be removed eventually, but for now it's a good way to completely clear all quests from your log like you started a brand new character. This will allow you to start all quests over without having to start a new character.

Just keep in mind that you'll need to get your horse again if you've already done those quests.

Anyway. Here's the patch notes:

Hotfix Beta 1.0.20

New:
  • Added new area to tutorial landing zone
  • New quest in tutorial landing zone
  • Tammy


Improved:
  • Adjusted the big boar’s drops
  • Gave Arrow’s Mooki Bow some extra oomph
  • Reworded “M2” to “RMB” for Right Mouse Button
  • Mooki feathers now found in respawnable nests
  • Added a quick and dirty wrap function to shop item descriptions
  • Added a background to dialog options
  • Mob drop range increased for ranged combat
  • Increased despawn delay for mobs
  • Increased walk slope angle
  • Captain James’ quest is back up and running

Fixed:

  • Fixed some audio issues in multiplayer
  • Fixed quest table order bug
  • Fixed an issue with Azura mushrooms in multiplayer
  • Fixed zoom length on camera toggle
  • Fixed middle mouse click icon in tutorial tips
  • Coconuts and beehives now drop for clients in multiplayer
  • Fixed an issue with Sen’s inn quest being repeatable
  • Removed more broken button icons from tutorial tips
  • Damage numbers no longer appear in the wrong place
  • Mounts can now be summoned by clients in multiplayer
  • Fixed various typos and quest bugs
Sep 27, 2020
LAZR - A Clothformer - mrgrak
Hey Everyone!

This week was spent working on the intro and playtesting the Alpha.
Check it out!

Spacer: Legacies - troy.heere
Version 1.0.3 Patch Notes
  • Fixed broken warp tunnel rendering and improved the warp tunnel effect.
  • Fixed info panel showing uninitialized text during mission deployment.
Sep 27, 2020
Fault: Elder Orb - Ryan Red
We have created a video tutorial to help players learn how to play Fault!

This tutorial is the first step towards educating new players, it will be added in-game and we will continue to work on features to improve the experience for all.

We are open to all feedback on our tutorial, if you have any suggestions on how it could be improved please let us know in the pinned comment!


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