Three different legends are about to unfold! Determine the fates of Rean Schwarzer, Lloyd Bannings, and the mysterious “C” in this climactic chapter of The Legend of Heroes series.
Hi everyone,
we've been quite busy over the past few days in order to be able to resolve some of the more important issues encountered in Trails into Reverie.
Here is a summary of the changes and fixes in version 1.0.3:
[list]
[*]Fix some characters missing their [b]link attacks[/b].
[*]Fix two separate instances of [b]potential crashes on some systems[/b] in the Magical Girl Alisa minigame.
[*]Disable [b]AVX [/b]in order to support very old or lower-end CPUs.
[*]Improve GPU-bound [b]performance in VR by 20%[/b] or more by leveraging the hidden area mesh.
[*]Fix the button prompt shown in the battle change tutorial (yes, we missed one).
[*]Fix the alignment of the "Trails to Walk" HuD in ultrawide aspect ratios.
[*]Fix the letterboxing of a specific subset of image-based story scenes in <16:9 resolutions.
[/list]
You can now get back to the game, or read on for more details regarding some of these points.
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[h2]Regarding AVX Support[/h2]
AVX has been available in the vast majority of CPUs since at least 2011, and these days there are quite a lot of games and applications which depend on it. It's also not completely trivial to build a version without an AVX requirement, since not only the game itself but also any of the used third party libraries and frameworks need to be reconfigured.
That said, even if the CPUs without AVX don't meet our minimum specs, we still wanted to attempt to make it possible for people on such systems to at least try and run the game, but only if that can be done [b]without[/b] impacting performance for everyone else. According to our internal benchmarks on this new build, there are no performance regressions even in highly CPU-bound scenarios, so we decided to go ahead with this version.
Note that we of course still do not officially support running the game on systems which do not meet the listed minimum specifications.
[h2]VR Optimization[/h2]
[img]{STEAM_CLAN_IMAGE}/40784472/6b44415dff2ee7c5f04f6cede9989fc39dabfc87.png[/img]
One thing which was on our agenda but didn't quite make it for release is using the hidden area mesh functionality of OpenVR to optimize VR rendering. The idea here is that in the pre-warping images rendered for each eye, quite a lot of pixels end up not actually being visible in the final image. Since this differs with each HMD, the driver can provide a mesh which covers those areas in order to reduce the rendering load.
Sadly, the engine used in Trails into Reverie did not support this out of the box, so we had to implement it manually. The exact performance improvement varies with each headset and the relative CPU and GPU load which depends on your hardware and game settings, but on my Valve Index I measured a 21% overall performance improvement, which is of course very significant.
[h2]Magical Girl Alisa Minigame Crash Fixes[/h2]
A subset of players experienced crashes in specific places in this particular minigame, which were related to a use-after-free resource management problem. The big issue with crashes like these is that whether they actually manifest is highly dependent on the overall system configuration, aspects like framerate, or even what other software is running. This both makes it easier for them to slip through QA and potentially much harder to solve them. Fixing the reasons behind these potential crashes in time for the first patch (one work day, really, in order to enable some QA period) took the combined power of PH3, so big thanks to everyone involved!
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Note that you can always revert to earlier versions of the game by selecting them in the Steam "Beta" menu.
Cheers,
Peter "Durante" Thoman