It has been quite a while — I’ve been very busy at work for the past 3 weeks. I also haven’t had time to check/approve blog comments, so now there are 3700 in the moderation queue, and I’m sure at least 98% of those are spam. Sorry if you got stuck there!
- Added an FXAA option in addition to SMAA. FXAA is blurrier, but also deals with sub-pixel aliasing better because of that. It’s also very slightly cheaper in terms of performance.
- Added the ability to bind a key to toggle a 30 FPS limit for a short time. By default it’s bound to backspace. This is useful to fix issues with the FPS unlock, see below.
- Greatly improved depth usage in the SSAO shader. This means that the SSAO effect is now more stable at different distances from objects.
In other news, I believe that all the possible issues with the FPS unlock are now known, and there is a way to deal with most of them as of version 1.8:
- Sliding down ladders can make you fall through the ground. Workaround: don’t slide down ladders with unlocked FPS.
- Jumping/rolling distance is slightly reduced at 60 FPS. Workaround: in case you need to do one of the 2 or 3 jumps in the game that need maximum distance, use the new toggle key to toggle a 30 FPS limit for the jump, then toggle back to 60 after it.
- Slope interactions are slightly different at 60 FPS compared to 30, which may make you “stuck” at small obstructions from time to time. Workaround: rolling if there is space, walking back and forth a bit if there is not. Toggling the 30 FPS lock for a second in the worst case.
I have been playing for 40 hours or so with unlocked framerate, in single-player, coop and pvp, and I had no other issues.
In conclusion, I hope everyone had a nice couple of weeks and backed Project Eternity!