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ColdEquation  [developer] Oct 3, 2013 @ 11:16am
Retrovirus Patch v1.0.5748 (October 2013)
Version 1.0.5748 changes:
- Optimized shaders.
- Optimized mesh on corruption tendrils used throughout the game.
- Added option for allowing buffered frames for mutli-gpu machines.
- Added GPU load display to options screen for determining hardware bottlenecks.
- Improved performance on all levels, 5-30% on most machines.
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Showing 1-15 of 16 comments
Plaid Oct 4, 2013 @ 9:46am 
Sweet, I've got to check this out.
Plaid Oct 5, 2013 @ 8:37pm 
Well the framerate is a bit better but it is still mainly "not good" unless I lower the sampling.

Is there a way to add more intervals to the sampling?
If I could get something between 75% and 100% maybe the framerate would stay higher without affecting the visual quality as much as 75%. Of course I can't say for sure because the option isn't there.
Last edited by Plaid; Oct 5, 2013 @ 8:37pm
Renesis Oct 6, 2013 @ 12:50pm 
Are you planning to rewrite the game in SharpDX Toolkit? I'm asking because this seems the only way of increasing performance without too much effort since porting should be quite easy because the code is almost identical to the one from XNA, and the performance should be increased at least 5 to 8 times, according to some comparisons between XNA and SharpDX.
Plaid Oct 6, 2013 @ 2:17pm 
Just a question here - does anyone think that adjusting the collision hulls on some of the objects and scenery could lessen some of the processing power?
It seems every little nook and cranny has it's collision adjusted to the actual shape of the model, instead of a broad "invisible wall" type collision (which can cause snags on your ship as well).
I would guess if there were more basic collision on many of the objects it would lessen the amount of processing from the CPU.

If it did make a difference, is it even feasible to make the changes in an acceptable amount of time?
Last edited by Plaid; Oct 6, 2013 @ 2:18pm
ColdEquation  [developer] Oct 6, 2013 @ 5:51pm 
Thanks for the suggestion Plaid, the 'perfect' collision is more accurate than most game's tricks, but performance profiling has show that it's usually very little of the GPU load. By far the most expensive operation is just the large number of draw calls (even with the aggressive hardware instancing we use). Second to that, we use a visibility system that's very good at preventing rendering of places out of view, but comes at a cost. When I have time set aside for optimizing, I usually focus on those two areas.
Plaid Oct 6, 2013 @ 6:07pm 
I always thought that the collision detection is done through the CPU, though I guess that depends on how things are coded.

MaikBey Oct 7, 2013 @ 8:27am 
when will you fix headtracking, it is impossible to play with the or atm
ColdEquation  [developer] Oct 7, 2013 @ 9:35am 
Yeah, I miswrote - the collision is done on the CPU (although we use the GPU for particle collision). As for Rift headtracking, I'll get a fix for that out soon.
Sarabi Oct 7, 2013 @ 1:32pm 
Just wanted to say, this update is all kinds of awsome, thankyou!
Plaid Oct 12, 2013 @ 2:23pm 
Another question - is there any type of LoD scaling in this game?
Objects and scenery seem to stay at the same detail level no matter how far away, so if there is any scaling it's well hidden.
Last edited by Plaid; Oct 12, 2013 @ 2:24pm
Phantasmo Oct 15, 2013 @ 12:18pm 
Good job!
Thank you very much.
CadenzaDev01  [developer] Oct 16, 2013 @ 1:41am 
There is no LOD in Retrovirus, just a very complex visibility detection system and areas gated with doors that help clip out portions of the level. The areas where performance issues arise tend to come from the visibility system not completely cutting out areas of the level you aren't in. You can find out more about it in the the Retrovirus Editor Series. Enjoy them over your lunch break.

Better yet, explore the visibility system in the editor that comes with Retrovirus :)
Overmann Oct 16, 2013 @ 12:41pm 
Any chance of the DRM free "Indie Royale The Prairie Dog Bundle" getting this update?
SevenUp / TCA7 Nov 12, 2013 @ 10:51pm 
I'm seeing version in the menu on Retrovirus when it is launched.
Prudis Jul 23, 2014 @ 12:00pm 
Originally posted by SevenUp:
I'm seeing version in the menu on Retrovirus when it is launched.
pobably just different numbering
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