Lots of work going into this.
To be specific we’re looking at untangling objects loading in some non-necessary additional objects and converting them to addressables, finding instances where some enemies have been implemented incorrectly and have too many skinned mesh renderers, optimizing server instances - we actually had a build error happening that was caught this week that had manifested some performance loss on live, finding some instances of visual effect objects that were using too many… we’ll just say “objects” in general, some animated characters having too many ”bones”, the list goes on.
Hopefully that shows you that we truly are working hard to continue improving performance. We’re still paying the tech debt of starting from a small team of ARPG obsessed players who met through Reddit and didn’t know game dev as well as many teams - but now have lots of extremely talented developers and engineers on the project. You should have seen the sheer terror an...
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