Neat Corporation & Fast Travel Games proudly presents: The Performance Update

Budget Cuts 2: Mission Insolvency

Built from the ground-up for Virtual Reality, Budget Cuts 2 is an action-adventure stealth game where you zip, sneak, and stab your way through enemy-filled offices, trains, warehouses, and skyscrapers to take down the evil efficiency robots at TransCorp.

[img]{STEAM_CLAN_IMAGE}/35220852/f11de8d5e280b434c47e18256978a057b230f9ec.png[/img] A couple of months back, we started a project to bring the performance of Budget Cuts (BC1) up to Budget Cuts 2 (BC2) parity. We soon realized that the most effective way to do this is to port the game to the BC2 codebase. This means that efforts made for one game can now very easily benefit the other, so BC2 also receives a hefty performance update “free of charge”! [img]{STEAM_CLAN_IMAGE}/35220852/601d5ab6dcd002376c72110efa0310ecc390c7b3.png[/img] (Pictured: a typical workday at Neat Corporation) During the development of BC2 we made significant advancements regarding performance compared to BC1. Despite this, some users were reporting bad performance, so we started digging even further for this update. The primary problem has been CPU performance, so we’ve reworked a couple parts entirely in order to bring CPU usage down further, as well as utilize a rendering feature we had previously overlooked. We did also fix a few bugs and add a couple new mutators along the way. We hope you enjoy this as much as we enjoy bringing it to you! Budget Cuts 2 changelog: [list] [*] New Mutators! - Mutator: Smooth turning (replaces snap-turning when enabled) - Mutator: Unarmed Supervisors - Mutator: Fragile knives and arrows - Mutator: Translocator launch force - Mutator: Stealth Translocator (brings back stealth translocations from BC1) [*] Windows Mixed Reality controller mesh [*] Distance grabbing improvements [*] Some distance interactions (swipe cards at a distance and more) [*] Multithreaded AI vision system rewrite [*] Single Pass Instanced Rendering [*] Multithreaded custom physics force calculations [*] Conductor scene significant performance improvements [*] Skyscraper scene savegame bugfix [*] Flattened hierarchies in scenes for performance boost [*] Controller optimizations [*] Physics optimizations [*] Spectator screen no longer has a border and takes up the full screen [*] Items no longer pile up at world origin on load (in certain scenes) [*] Checkpoints now immediately save the status of the game, fixing various save game bugs [*] Inventory stability fixes, no more invisible items [*] Unarmed state improvements for Supervisors [*] More accurate shot leading for Supervisors when using higher Aim skill mutators [*] Unity updated to 2018.4.21 (brings draw call optimizations and more) [/list]