PLAYTEST SEASON 1 SUNSET

Hi everyone, In the following days, the current public playtesting will be removed as the goals of this initial playtest have been achieved. I want to thank you all for your feedback, support, and suggestions. This data is vital for the next playtest cycle. On my end, I'm pleased to inform you that I have been able to significantly optimize the workflow for several track modeling tasks. This optimization has reduced the bottlenecks from weeks to days. I have also nearly automated the background optimization process, significantly reducing the size and performance impact of the background data. The touge modeling is currently in full production. I'm currently modeling the third touge, featuring the iconic Kawazu-Nanadaru Loop Bridge. The data for the fourth touge is also pre-processed and lined up for further development. One of the major bottlenecks remaining in the modeling process is the off-ground point cloud semantic segmentation. I am trying to use machine learning to train a model with manually segmented data to ease this phase, which is incredibly tedious. The first music tracks are also ready, with more on the way. In the coming weeks, I plan to merge into the production branch a solution to stream the mesh data, which is causing small to mid CPU hiccups on many computers. This will likely fix the issues with the game running on the Steam Deck. GPU usage reduction is also expected. Finally, one of the biggest changes coming is an alternative vehicle physics solution. This was mentioned long ago, but an alternative physics system is likely to be ready in a few months. I may not be swapping the current system, but I want both options to be available during the playtest so that people can provide feedback. Thank you all, and see you in the next playtest cycle! Cheers, Pablo.