Hello Galactic Survivalists! The festive season is upon us, so it's high time we released update 1.10.5 for everyone waiting for the latest updates, content additions and bug fixes! With this update, we're not only moving to a new version of Unity, but also adding goodies like AMD FidelityFX Super Resolution 2 and NVIDIA DLSS2. You can find some important information about these two new features in the changelog below. With the two technical changes also come a number of field optimisations that are very important for our multiplayer servers and their communities. On the content side, we would like to present you the new models for constructors, deconstructors and other crafting devices, the new deco trees for interiors, a number of new and updated POIs (some of them with the new NPC model of the Brotherhood of Farr), some new building shapes, improvements to the tools for collecting blueprints and more. Of course, version 1.10.5 also includes a list of bug fixes. You can find all the details in the changelog below. As always, please report any bugs here: We wish you lots of fun! - Please note that our Official Servers will wipe today with this release. We will also reset the “Official Server Player Role” on our Discord. If you want access again to the channels specially for the Official Servers you need to use the /global_chat command on Discord. Official Multiplayer Servers EU / NA Server: - Activated the Christmas Event for 2023 - Added Mrs. Nesbitt Suit Prop Hat - Added Temperate Fungus Planet - Added Taelyn Bot Homeworld + System - Added Primordial Planet (Snow) - Replaced Void with a new planet (Destroyed) Vanilla Server: - Activated the Christmas Event for 2023 - Added Mrs. Nesbitt Suit Prop Hat - Added Primordial Planet (Snow) Changelog v1.10.5 B4257 2023-12-13 Changes: - Updated Unity to 2022.3.8f1 - Added video options for AMD FSR2 and NVIDIA DLSS2 We have added support for AMD's FSR2 and NVIDIA's DLSS2 to our game, which can be found at the bottom of the video options in the options menu. These technologies work by using different methods to upscale lower resolution frames to higher resolution ones, while preserving and enhancing the details and sharpness of the original image. They can help you improve your performance and graphics quality, depending on your hardware, resolution, and scene complexity. We recommend using FSR2 or DLSS2 only with 4K or 2K resolutions, as these are the optimal settings for these technologies. Using FSR2 or DLSS2 with lower resolutions (for example 1080p & below) may result in blurry or pixelated images, as the upscaling process may not have enough information to work with. If you are using a lower resolution monitor or device, you may want to keep FSR2 or DLSS2 disabled and use the native resolution of your screen. Please note that FSR2 and DLSS2 have some limitations and trade-offs & DLSS2 only works on Nvidia RTX GPUs. Blueprint Collection tool: - Blueprint Collection editor: added ":tag=XXX" search possibility for tags and changed ":group=XXX" to "part word search" - Blueprint Parts Collection window: small improvements - Blueprint Collection editor: added decals in preview - Blueprint Collection editor: added "E" and "R" buttons for properties - Blueprint Collection editor: fixed new CoQ, added statistics information for Blueprints - Blueprint Collection editor: now you can select a device by clicking on it (if the devices panel is open). Flare lights now also show up in the device list. - Blueprint Collection editor: device tab improvements (better handling of multi select editing) - Console command 'destroy': if no id is specified, the entity the player is looking at is destroyed - Blueprint Collection editor: added first draft of new device tab - Blueprint Collection editor: added ":tag=XXX" search possibility for tags and changed ":group=XXX" to "part word search" Guided Tutorial: - Updated configs (Switched to new Constructor models, Multitool T1 now uses Small Energy Cells as ammo) - Tweaked some POI for Multitool ammo loot Misc: - Main Loca updated for new video option settings - MP: Playfield server optimisations have been done which you should result in you seeing less overall RAM being used (around 1GB less per PF server) - Changed: Multitool T1 now using EnergyCellSmall for ammo - Added: EnergyCellSmall (Craftable in all constructors; 5 Steel Plates, 2 Electronics; 15 fuel value) - Added new models for constructors, deconstructor, portables (constructor, water/o2 condenser, heater/cooler, Autominers) - Added: DecoIndoorTrees block group with new selection of 20 trees (also added to stock scenarios IvD & DF MP) - DialogueSystem: added variable type 'dbglobalpoi_string' and function 'SetGlobalPoiVar(name, val)' - Allow ATMs to be placed on CVs in Default Multiplayer & Invader vs Defender scenarios Playfield changes: - Updated FARR POIs: Replacement of Soldiers and Guards with Farr NPCs (HumanSoldiers/Elites/AlienSoldiers/Cyborg/CyborgSentinels/Shotgun/AssaultRifle); Please visit and check for issues. - Updated Talon Main Settlement (Omicron) (only works with new savegames / pf not visited) - Updated CIV/DESC POIs (Orbital Defence, Distillery, Waystation, Omicron Command) - Added/updated POI (Kriel, RAV, Colonists, Talon'Ar; Thx to Don2k7, Stellar_Titan, Escarli, Matcz) - Added new 'City Ruins' POI (by sulusdacor) - Added: CornerHalfD(Left/Right), NotchedE(left/right), RampConnectorF2(left/right); no icons yet - Added the Temperate Fungus Planet in Invader vs Defender - Replaced Void by a new playfield that is more interesting in Invader vs Defender - Ground texture and deco tweaks for the following playfields: Desert, MoonIce2, MoonNascent, Scorched, Snow, Arid, Barren, BarrenMetal, Lava, LavaNascent, Moon, MoonDesert, MoonIce, MoonLava, MoonLava2, Temperate, TemperatePlateau, TemperateSwamp, DesertBurn. - Removed some texture artifacts - Added all basic RockResources to each world. - Scorched: Adjusted daylight intensity - Decreased groundfog on Temperate playfield DesertBurnt: - Changed some biomes in spawn order - Fixes for some creatures not appearing - Removed Plantation biome, renamed Sand biome into LavaPlains, SandDrift biome into LavaField, added LavaFolds biome - Made playfield day darker again - Tweaked ground fog strength and height variances - Reduced atmosphere O2 percentage - Changed music & description text Fixes: - Fuel for turned off vessels can go missing when the player returns - The player can get hit & take damage when the NPC is behind a block - Possible fix for Visible holes seen in terrain - Lag spike when reloading after opening & closing a corpse's inventory GUI - Ghost blocks remain in place after a thruster has been removed - Water/Lava shader need offset to support child shapes - Moving a weapon\tool from connected toolbar can cause an exception - Close window X-button not in place for galaxy map and autominer - When using logistics, ammo disappears when the Fill All button is pressed - Logistic - connected to cargo container block the turret firing - After opening & closing a GUI then reloading a weapon a lag spike can be seen - CoQ at game start "-ERR- Exception while serializing playfield to file" - Water surface block the access to the underwater devices or vessel cockpit - Weapon movement glitch while moving in God mode - Placing some parts via SP tool broke the color palette for entire BP - Shift+LMB blocks replace feature not working with symmetry - Fixed CoQ with looting some dead NPCs in Invader vs Defender & Default Multiplayer scenarios - Fixed Trader Abbrev in Default Multiplayer - Fix: some factions (wastelanders, karana, tresari) were not attacked by other NPC factions (legacy, warlords etc) - Fixed Players getting stuck in the ventilator after teleporting on the BA_TradersTradersShuttleHub & BA_TradersFrontierHub - Fixed Gambling Table empty dialogue in Kenex Station - Fixed O2 issue on Far Point Outpost (thx to AkevaBanshee) - PDA: Signals are not working if player fly with vessel in area - Fixed NPC Blocks rotating when accessing a dialogue on it Known: - Some devices are not going back to their idle energy consumption
Guys AMD jsut release FSR3 source code on GPU open : Release blog and FSR3 page on GPU open Would you consider implementing it to Empyrion if it comes for Unity and DirectX11?