[img]{STEAM_CLAN_IMAGE}/44024855/13a9525ae8b1d3290073ff1f59466ad1cb0fb798.png[/img]
[h2]Making Strayer lives a little less stressful![/h2]
[b]Before we ultimately shift into high gear, we're setting things up on the islands! đ[/b]
On [b]Strayed Update 0.1.11.0[/b], we're focusing on optimizations and bug fixes. Lately, we've been tirelessly figuring out and solving the most common issues Strayers were facing - specifically, the lag problems.
This update brings what we believe would mostlyâif not entirelyâeliminate the dreaded stutters of death!
Let's take a look at what we've managed to fix so far!
[hr][/hr]
[h2]Lag Fix #1 - Batched Deployables with Bases[/h2]
[img]{STEAM_CLAN_IMAGE}/44024855/7101cb05f6d92e9b0d7f6399f0a350345961defd.png[/img]
Before Update 0.1.11.0, deployables are sent individually between the server and client sides. We have figured out that this ultimately leads to lag whenever individual deployable instances are sent simultaneously.
As a form of optimization, deployables are now sent in batches together with base pieces as "packages". This way, the communication between the server and client sides won't be flooded with individual instances.
[hr][/hr]
[h2]Lag Fix #2 - Optimized Destroy Packets[/h2]
[img]{STEAM_CLAN_IMAGE}/44024855/6bef54c895b1ba52e6bcde38666e1cf2b2fd4b18.png[/img]
Continuing the trend from Lag Fix #1, object destroy messagesâonce sent globallyâare now only sent to players who have deployed the said objects client-side.
This is another way of optimizing communication between server & client sides, eliminating unnecessary packets from being sent to the "uninvolved".
[hr][/hr]
[h2]Lag Fix #3 - Optimized Damageable Health Updates[/h2]
[img]{STEAM_CLAN_IMAGE}/44024855/e229d1af59e51568646d1834032ae04bd3384da5.png[/img]
Much like Lag Fix #2, we've optimized the way damageable object health updates are sent to players client-side. Before Update 0.1.11.0, these object health updates were sending too frequently, and they were also sent to players who weren't actively viewing damageable object health bars.
Now, damageable objects will only send health updates when a player visualizes the object's health bar by aiming his hand at it while holding a building plan - further optimizing server/client communications.
We understand that there might be more to the lag issues than what we found out and resolved with the fixes above. Don't fret - We vow to continue optimizing the game for as long as the islands cater to our fellow Strayers!
[hr][/hr]
[h2]Other Fixes and Optimizations[/h2]
Besides the server/client optimizations above, here's what's on the 0.1.11.0 changelog:
[b]Bug Fixes:[/b]
[list]
[*] Crossbow not being able to be picked up
[*] Deployables being used when trying to place on a base you don't own
[*] Fixed âheadset went to sleepâ bug on Quest
[*] Temporarily downgraded Quest graphics for perfomance reasons
[*] Reduced number of draw calls on Quest
[*] Fixed stuck connections
[*] Improved time of day reliability
[*] Wires causing errors
[*] Laser sight not having world objects
[/list]
[hr][/hr]
[h2]Join the Strayed Community![/h2]
If you have concerns/questions/suggestions/feedback etc., don't hesitate to chat on our Discord:
[h2][url=https://discord.gg/strayed] Official Strayed Discord Server [/url][/h2]
Other Strayers are waiting for you to survive with them. Follow us and stay tuned to more updates and announcements on our official channels:
[url=https://www.reddit.com/r/Strayed_VR/] Official Strayed Subreddit [/url]
[url=https://x.com/StrayedVR] Official Strayed X Page [/url]
[url=https://www.instagram.com/strayed_vr] Official Strayed Instagram [/url]
[url=https://www.tiktok.com/@strayedvr] Official Strayed TikTok [/url]
https://store.steampowered.com/app/2359470/Strayed/