Complexity has been altered again, it should be even lower now because rigged mesh was calculated twice (woops) but don't think you'll magically get below those 5 quadrillion complexity of yours. No way. Once unoptimized, always unoptimized.
Your GPU name and memory usage will now be shown in preferences so you don't have to fiddle with the texture console to see it.
Motion Blur Amount and Automatic Shadow Distance should be persistent across logins now.
And several fixes to camera behavior have been done, camera rolling will now work when sitting while Cinematic Headtracking is enabled, there are two options one to configure the amount of roll while sitting with Cinematic Headtracking and another to disable avatar-based rolling while sitting. Note that disabling avatar based rolling still allows rolling when Cinematic Headtracking is enabled and configured to allow full rolling and vise versa. Headtracking roll is added on top of avatar-based roll and avatar-based roll is mainly for non-Cinematic Headtracking use.
Advanced Complexity Information has been overhauled for the new complexity calculations and should now give much clearer information on which attachments and specifically what features of it cost how much complexity.
I think i'll slowly start focusing on bigger stuff again now that i have a solid base again.
|By Billy Daxter|