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Ahoy fellow Pinball Lovers!
Thanks for all the great feedback!
Performance Update - new Render Quality setting
Up to and including Update 3 we optimized the game to reach >60 fps in hd / 1920x1080 on mid range graphics cards with the highest possible render quality and fully dynamic lighting, thus the recommended hardware requirements.
In Update 4 we optimized a lot further, targeting a far wider range of GPUs and higher resolutions. The new Render Quality setting offers new high performance graphics feature presets. Changing this setting will take effect the next time you start the game.
Thanks to the Unreal Engine 4's new volumetric light maps even the moving objects keep looking awesome with precomputed lighting. So if you're out for more fps or a higher resolution you should definitely try the new settings!
Render Quality levels
- Low (Experimental) is suitable for many integrated GPUs and low end graphics cards, many graphics features are turned off, uses forward rendering and precomputed lighting. This quality level is a work in progress and will change over time.
- Medium uses mainly precomputed lighting and is suitable for low range graphics cards and mid range integrated GPUs.
- High mixes precomputed with real time lighting, graphics features are optimized for performance.
- Epic uses fully dynamic real time lighting for all lights and high end graphics features for the best possible render quality. This matches the only available render quality of Update 3.
On a GTX 970 / i5 2500K / 1920x1080 changing render quality, leaving the other graphics quality settings on epic, using cam 4:
Low ~260 fps (limited by cpu), Medium ~160 fps, High ~115-135 fps, Epic ~ 65-80 fps
And for a quick boost on epic settings we added the option to configure Distance Field AO and Screen Space Reflections separately - disabling these nets around 10-25% more fps in epic render quality.
Cabinet users rejoice: Portrait orientation now supported in "Fullscreen" too!
In addition to the screen mode "Windowed Fullscreen", which has worked in portrait orientation since release, you can now also choose full screen portrait resolutions.
Enabling portrait mode (vertical screen)
Set the display orientation to "Portrait" in the windows display settings: RMB on empty desktop -> Display settings -> Orientation: Portrait
Start the game (optionally: choose a resolution and/or screen mode in Options/Graphics)
Select camera 6 -> Enjoy ːsteamhappyː
Update 4 - The Dead Man's ALIVE! - patch notes
- new: The Dead Man's Chest now with it's very own Dead Man!
- new: Render Quality setting: you can now select between different graphic feature / performance presets. Changing this setting takes effect the next time you start the game.
- new: extra overrides for high end graphics features, so that these can be deactivated or configured without changing the whole quality groups
- new: Black Flaggers' White Pearl can now be selected as default ball skin
- new: Bloom settings in the lighting options; currently not applied during pause - best set before game start
- new: Full Screen mode for portrait display orientation
- new: lighting and audio settings can now be reset to default; not all sound volumes are set to 1.0 by default
- fixed: ball loosing too much velocity on flipper collision for most cases; more physics fixes and calibrations
- fixed: the ball can get stuck if it drops below the crow ramp (the red one, left orbit) right when the ramp is about to be lowered
- fixed: *sometimes* the kickback shoots up the cannon ramp again
- UI: new skin, new layout, new!
- UI: added descriptions for most settings
- UI: fixed mouse hover and keyboard / gamepad highlighting
- UI: the game version string is now only visible when the menu is open or the game is paused
- UI: fixed - selection of the desktop full screen resolution would sometimes not register as change
- balancing: the ball saver kickback is now a lot more unpredictable
- balancing: updated Dead Man's Chest scores; success now lights a Super Jackpot
- balancing: slingshots are less likely to shoot the ball into the exit lanes
- balancing: added two small rubber pegs which make the left exit lane quite a bit less "attractive"
- fix: ball rolling and impact sound volumes are now properly applied
- audio balancing and sound channel fixes - work in progress, more in future updates
- new ball drown drain sound to mark the ball lost event
- possible fix for the occasional waterhole splash hitch
- fixed: force feedback could get stuck
- fixed: many small issues that were still present in the preview of update 4
- new: frame rate hard cap: 240 fps
- many more fixes and even more optimizations
What we're working on right now
- VR support for Oculus Rift and HTC Vive
- polishing Black Flaggers' sounds / lightshows / fx / dmds
- balancing / score table updates
- The Grand Finale: The Treasure Fleet
- local hot seat multiplayer
- Tilt!
Stay tuned! Have fun! Flip out!