Debris 2.1 - Performance Boost & Localization Part 2

[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30014188/357b3f37180d3c82bd651977006401df1aed57f0.png[/img] Hey everyone! We’ve just pushed an update for Debris that greatly improves the overall performance and adds full support for six more languages. Debris has never been smoother, faster, or more multilingual. [h1]Performance improvements[/h1] With this build, we’ve been seeing significant framerate increases and loading time decreases on all our machines. We’ve completely reworked our creature animation system, dramatically improving overall performance and allowing us to create larger schools of ambient creatures. We’ve also addressed a long-standing loading issue, streamlining level transitions and drastically reducing level reloading time ([i]very[/i] drastically). This means that if you run out of power, you’ll be right back at it in a few seconds. If you were having performance issues with Debris, give this update a try! [h1]Balance changes[/h1] We continue to listen to feedback and tweak Debris in response. For this update, we’ve done a rebalancing sweep of chapters 2 through 7, adjusting creature distribution and the debris economy. We’ve also increased the amount of reserve power you have on reload. [h1]6 new languages![/h1] We’ve translated the full game into six more languages: French (thanks to Words of Magic!), German, Spanish, Hungarian, Korean and Japanese. [i]”Eh bien, tant qu'on évite de se séparer…”[/i] Sounds so mysterious... [b]Note:[/b] These updates are currently for Windows only. We hope to have them pushed to Mac soon! [h1]Full release notes:[/h1] [list] [*]Added full translations for French, German, Spanish, Hungarian, Korean and Japanese. [*]Optimized creatures by converting animation system from rigged bones to vertex manipulations. [*]Increased transition speed and reduced hanging during level transitions. [*]Optimized level reloads to take advantage of assets already loaded. [*]Enabled GPU instancing for placeable materials to reduce draw calls. [*]Enabled async loading for audio assets and refactored audio triggers. [*]Improved stability for co-op connections. [*]Increased the size of schools for non-aggressive fish. [*]Increased minimum time remaining on reload from 20 to 30 minutes. [/list] Dive in! Until next time...