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Update 1.181.0 Major - Big Optimizations, Multithreaded Physics & More!

Discussion in 'Change Log' started by flexx, Jun 1, 2017.

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  1. flexx

    flexx SE Asst. Producer Staff

    Messages:
    198
    Hello, Engineers! Today’s release is a major one bringing you some of the biggest optimizations in the game’s history. For example, the 16 players and 16 red ships multiplayer scenario ran at a sim speed of 0.25 before optimizations and now it runs at 1.0! We achieved this by reducing blocks per frame updates, reducing world matrix calculations per frame, and by enabling multithreaded physics. The team still plans to continue with further optimizations in areas like ship collisions, explosions, loading times, planets, memory usage and more! Additionally, We are also pleased to announce that the multiplayer synchronization code has been optimized further. Moving on, there’s a bunch of camera improvements including much better 3rd person camera behavior with creations that have subs-grids so there’s less snapping to 1st person when rotating the camera around the main grid. We have a new glass rendering technique which means that windows should no longer glow in darkness and look more realistic. On top of all this, there’s a huge amount of bug fixes, art fixes, crash fixes and general improvements in this update so thank you for your patience with some of these issues.
    Just as a heads up for the modders out there; due to many blocks being optimized, some older block mods may need updating. See the forum thread linked in the description for more information: https://forums.keenswh.com/threads/warning-for-block-mods.7395156/ Among the many changes this week, we've added asynchronous entity creation to the ModAPI, which allows a mod like ServerLink to operate much faster. This release was thoroughly tested but as there has been so many changes in the code we will especially appreciate it if you report bugs that you find. Although many of you do this already!



    What is new:

    - implemented optimizations + multithreaded HAVOK physics
    - implemented glass shader with reflections

    Fixes:

    - fixed various 1st and 3rd person camera issues
    - fixed various desync issues in multiplayer
    - fixed spotlight effects
    - removed redundant geometry from fourth mission in campaign
    - fixed crash with programmable block antenna communication

    Hotfix:

    - fixed multiple cases where crashing ship against voxel would crash the game
    - fixed Artificial Mass block misbehaving in artificial gravity
     
    Last edited by a moderator: Jun 3, 2017
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  2. PoeticInjustice

    PoeticInjustice Trainee Engineer

    Messages:
    10
    Whooooo!
     
    • Agree Agree x 4
  3. doom

    doom Trainee Engineer

    Messages:
    19
    Yay!
     
  4. MrJinx

    MrJinx Apprentice Engineer

    Messages:
    122
    Cool Stuff, Like it :) - have to say was REALLY waiting for this as well..
     
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  5. Forcedminer

    Forcedminer Senior Engineer

    Messages:
    2,227
    sounds extremely useful.
    anything to make the game easier to run is always good. for everyone. :)
     
    Last edited: Jun 1, 2017
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  6. Ravric

    Ravric Apprentice Engineer

    Messages:
    318
    OMG
     
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  7. Bumber

    Bumber Senior Engineer

    Messages:
    1,018
    No wheel changes yet?
     
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  8. Gwindalmir

    Gwindalmir Senior Engineer

    Messages:
    1,006
    May Clang Be With You.
     
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  9. Lord_Anubis 2

    Lord_Anubis 2 Trainee Engineer

    Messages:
    26
    Windmill? wheel Changes?
     
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  10. LordChicken

    LordChicken Trainee Engineer

    Messages:
    53
    :D Keep up the good work!
     
    • Agree Agree x 1
  11. Carlosmaid

    Carlosmaid Apprentice Engineer

    Messages:
    177
    [​IMG]


    Multithreaded HAVOK physics!!!
    (Hundreds of bugs and problems will appear, but it does not matter, making the improvements in physics were fundamental and really necessary)
     
    Last edited: Jun 2, 2017
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  12. Commander Rotal

    Commander Rotal Master Engineer

    Messages:
    4,979
    "Windows look more realistic!" - literally showing the tinted side being black at the same time.

    Edit: a few observations, one of which REALLY pisses me off... others are more enjoyable.
    Good ones first: SimSpeed for moving big grids has improved a little. That is great. Not perfect, far from it, but it's a lot of progress for a single update. FPS have improved as well, though more slightly.

    Here's the problems:
    1.) This is what the game looks now with Shadows turned OFF:

    [​IMG]

    and
    2.) I've noticed that they changed the color for the "inactive" state on the HUD. Let me demonstrate the difference:

    [​IMG]
    This new grey is so close to white i have an even harder time making out what's going on here than before. It's like Keen heard the feedback of "This HUD is hardly useable for the colorblind", ignored it for three months and THEN chose to take it as a challenge to make it worse.
     
    Last edited: Jun 1, 2017
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  13. gordon861

    gordon861 Apprentice Engineer

    Messages:
    131
    Wot no wheels, windmills or engines?
     
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  14. g4borg

    g4borg Apprentice Engineer

    Messages:
    271
    great! simply put but deserved.
     
  15. jozsefsz

    jozsefsz Apprentice Engineer

    Messages:
    251
    Camera fixes? Again? Keen, when will you learn? :D
     
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  16. eviltek2099

    eviltek2099 Apprentice Engineer

    Messages:
    198
    Finally!!
     
  17. link8dragon

    link8dragon Trainee Engineer

    Messages:
    20
    Yeah, that was surprising ;) and no-teaser for this time... maybe for the next update if I remember well the last big implementation :pbjt:
     
  18. KingdomBragg

    KingdomBragg Junior Engineer

    Messages:
    544
    Awwww yissss. Thanks for all your hard work :D
     
  19. Jikanta

    Jikanta Apprentice Engineer

    Messages:
    418
    First day of machinist training and a nice SE update? Today has been a good day ^^
     
  20. Lord Wraith

    Lord Wraith Apprentice Engineer

    Messages:
    105
    It's Ok I suppose, meyhh!!! ;)
     
    • Agree Agree x 1
  21. Kane

    Kane Junior Engineer

    Messages:
    570
    Great Scott!
     
  22. sumdumguy

    sumdumguy Trainee Engineer

    Messages:
    12
    How many threads will it scale to?

    wondering as servers I run range from 8 core/16 thread to 28c/56 thread
     
  23. Ravric

    Ravric Apprentice Engineer

    Messages:
    318
     
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  24. Lé Grand Sárrazin

    Lé Grand Sárrazin Apprentice Engineer

    Messages:
    125
    Well just to confirm, this update DEFINITELY borked a lot of mods. Most obviously many modded blocks control panels are teenie tiny and SUPER-difficult to click: Kolt's consoles, many many other mods with control panels.
    And it completely broke Guided missiles again...... yaaayyyyyyyy!!!!! Joy joy, hopefully they aren't too majorly unfixable this time around. And, sadly, I haven't gained a performance boost with this update. Bummer of an update. Nice effort though.

    Edited to fix erroneous mistake about ARC reactors, and to remove Nanite Factory, as he fixed it already, gg me :woot:
     
    Last edited: Jun 1, 2017
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  25. Ronin1973

    Ronin1973 Master Engineer

    Messages:
    4,964
    Cool... but where's the "full list" of bug fixes and changes? There was like a sentence and a half describing what has changed.
     
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  26. aleliabro

    aleliabro Trainee Engineer

    Messages:
    20
    Well I've never been able to paste in Commander Rotal's ship the Amanda Tapping and with this update I now can (although it takes a while). SO a massive thank you to Keen for their hard work :)
     
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  27. Zeipet

    Zeipet Trainee Engineer

    Messages:
    12
    nice, Thanks!
     
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  28. Tony Hughes

    Tony Hughes Junior Engineer

    Messages:
    715
    Um.. why do the windows now look like they've got badly applied mobile phone protector film on them, complete with bubbles? Did someone actually ask for that?

    My last save point was made while looking out through a previously spotless window in deep space and, on reloading it, I genuinely thought for a few seconds they'd added galaxies to the sky-box.

    Guess I'll get used to it, but it does strongly remind me of that scene in red dwarf with the grit on the scanner scope. I wonder how many times I'll swing my ship into violent avoidance maneuvers, in order to miss those incoming finger prints, before I do.
     
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  29. MrMors_

    MrMors_ Trainee Engineer

    Messages:
    37
    How did you get the game to only show both Sim Speeds, FPS, and UPS in the upper left? I've only ever seen with a million other stats that I don't care about so I'm always hitting Shift+F11 to hide/unhide it. If it only listed these 4 items I would leave it up all the time.
     
  30. Commander Rotal

    Commander Rotal Master Engineer

    Messages:
    4,979
    They changed that relatively recently. Didn't quite work for a week or so but it seems fixed now. It's the usual Shift-F11 combo i think.
     
Thread Status:
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