Aoxide- A very large, open world-esque exploration map. While not complete, it is being used for performance testing before fully rolling out. To test your performance, open the level select menu, and select Aoxide.
Achievements
Remade "The One" achievement. It should now work. Probably.
Bug fixing
Fixed player falling out of the world on multiple levels
Fixed bowling pins being reset improperly (Not exposed to players yet)
Fixed hats being weirdly scaled on certain maps
Early Access Patch Notes (0.2.1)
Hello everyone. Continuing from the last patch, we are improving the performance yet again.
Change log:
Low settings
Lightmap is reduced from 1024 to 128
Maximum tessellation reduced from 64 to 16
Terrain culling reduced from 1000 units to 128 units
Foliage culling reduced from (Variable, ~700 a piece) to a hard 100 units
Adaptive materials are now disabled. This prevents tessellation from overriding on materials.
Raytraced lighting on Living Room is now disabled. You just have flat lightning now.
Medium settings
Lightmap is reduced from 1024 to 512
Maximum tessellation reduced from 64 to 32
Terrain culling reduced from 1000 units to 512 units
Foliage culling reduced from (Variable, ~700 a piece) to a hard 500 units
Raytraced lighting on Living Room is now disabled.
High settings
Lightmap is forced to 1024
Maximum tessellation forced to 64
Terrain culling forced to 1000 units
Foliage culling forced to 1000 units
Note: These forced values are overridden by the settings menu, but they subtract/ add to these values, instead of setting hard values.
Epic settings
Lightmap is forced to 4096
Maximum tessellation forced to 256
Terrain culling forced to 2000 units
Foliage culling forced to 1400 units
All direct lighting (Non-sun, non-points) now has raytraced elements
Epic settings at 3840x2160
Lightmap is forced to 4096
Maximum tessellation forced to 256
Terrain culling forced to 3000 units
Foliage culling forced to 2000 units
All lightning now has raytraced elements
Certain adaptive materials now have a distinct clear coat layer, on top of their default materials
Collision is now much more accurate, at the cost of further performance hits
Note: These will only enable if your resolution is native 4K, and the main menu auto-benchmark passes at 62 FPS
Now that most of the optimization is out of the way, we can continue working on new levels, new assets, and finally adding a rolling sound to the ball.
Thank you all who have supported us. We couldn't do what we do without you.
Early Access Patch Notes (0.2.0)
The optimization update has arrived!
Change log:
Lighting has been modified to sustain the same quality, while drastically utilizing less system resources.
Certain meshes have been modified to reduce poly count without sacrificing the look of the mesh.
LoD on terrain has been modified to now cull at a shorter distance, drastically reducing VRAM usage during gameplay.
Specularity + Metallic player rollers will now use less CPU.
All UI elements have been updated to the latest version. (Inventory still doesn't have brackets or outlines. We're working on it)
The hidden level has been removed.
Happy New Year everyone. Thank you for being with us as we push PsyShift into 2019.
This update was based around reducing system requirements as much as possible, while also updating the UI to be more modern. While we are still testing various hardware, expect a lower performance hit when playing PsyShift.
-Jake Jensen
Early Access Patch Notes (0.1.9)
Hello everyone. Here's the latest patch notes:
Added inventory framework
Added Bowling Pin hat by default (Ran into some issues with exposing the bowling level. Just decided to give it to you from the start)
Cleaned up a lot of internal code, and optimized it. Game should run smoother now
Modified lighting, and pickups for Living Room (We'll eventually rename it. Probably)
Added development framework for quickly creating new hats and implementing them
Notes:
Some UI elements related to inventory management will appear different than older UI elements. We decided that instead of making you wait for new elements, that we would push out the inventory now, instead of when all UI elements are done.
Early Access Patch Notes (0.1.8)
Hello everyone. Here's the latest changelog.
Added a new level: Living Room (Original name right?)
Fixed up the end goal dialogue to now better reflect the stats during the level
Fixed various typos
Added a new hat (Inventory framework still not implemented)
Changed Y size of platforms on the Ferris wheel from 1.5 to 1.2
Added testing lighting to Living Room which utilizes Unreal Raytracing
Pre-Release Patch Notes (0.1.7-HOTFIX)
In patch 0.1.7, we identified an issue relating to being unable to open the pause menu more than once.
The reason for such was leftover controller configurations that failed to function due to recent controller changes.
You may now open the menu as many times as you wish.
Pre-Release Patch Notes (0.1.7)
Hello everyone. Here's the changelog for version 0.1.7
Fixed most of the seams in Oceanic Pathways
Oceanic Pathways now contains the proper end goal
Optimal route pickups are now enabled on Oceanic Pathways
Fixed load handling on first launch
Base ball color has been shifted to a pinkish white if no save is found
Now that the level suite we have as of now is just about finished, we can begin working on fixing that ugly end goal screen, and creating more levels.
Upcoming in a future patch:
Toggle switches for inverting the camera, and adjusting the rotation speed
Official Early Access Launch
Hello everyone, and thank you for being a part of our early access testing.
Over the next few days, we plan on implementing more levels, fixing bugs, and adding better controller support.
Your feedback is greatly appreciated, and we will try to address everything that you have to say.
Again, thank you. We couldn't do what we do without all of you.
Pre-Release Patch Notes (0.1.6)
Currently pushed changes:
Controller support has been added to most menus.
It is now possible to exit the game only using a controller.
Fixed UI related issue regarding binding of input keys
Fixed graphics on startup. The game should now default to medium on first launch
Things still in production:
Full controller support across the entire game
Full hat support
Full inventory framework implementation
Continuation of Midnight Ride
Checkpoint system
Pre-Release Patch Notes (0.1.2)
Hello all. Here's the latest changelog.
Bugs fixed:
If no save is detected, the ball defaults to a reddish-green tint, instead of the hard black it used to default to.
The end goal now properly saves the best time. I swear I fixed it this time.
Random level loading should now work properly.
Frameworks implemented:
Hats! (Still no inventory yet. We're working on it)