Hello Lumia Island survivors!
Today's Dev Journal will cover the Frame Report.
There's a saying in the game industry that you should never make optimization promises. There's a lot of variation in player experience because the overall optimization improvements don't apply equally to everyone, and even if the overall optimization improves, there's always a chance that one particular operation will pop up that causes problems, so it becomes a never-ending process. So we’re going to be very careful about bringing up optimization in this Dev Journal.
Optimization was a top priority internally as we prepared for Eternal Return 1.0.
Squad Mode in particular had the most frequent framerate issues, and with 24 players, we were concerned that if we didn't optimize it, the game might not even be viable.
So the optimization work went ahead with the intention of redesigning a lot of the invisible “Back End”. In terms of workload, this was by far the biggest th... Read more
Today's Dev Journal will cover the Frame Report.
There's a saying in the game industry that you should never make optimization promises. There's a lot of variation in player experience because the overall optimization improvements don't apply equally to everyone, and even if the overall optimization improves, there's always a chance that one particular operation will pop up that causes problems, so it becomes a never-ending process. So we’re going to be very careful about bringing up optimization in this Dev Journal.
Optimization was a top priority internally as we prepared for Eternal Return 1.0.
Squad Mode in particular had the most frequent framerate issues, and with 24 players, we were concerned that if we didn't optimize it, the game might not even be viable.
So the optimization work went ahead with the intention of redesigning a lot of the invisible “Back End”. In terms of workload, this was by far the biggest th... Read more