'Low Graphics/High Performance Mode'


Hey, everyone. Big update here for those with lower end/less power PC rigs:
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In the process of adding in a basic/binary graphics option. Specifically for lower end PC rigs and for a certain platform CSE might be on. You can choose to sacrifice some visual effects/eye candy/animations/etc. for higher performance. CSE is best experienced at (or as close to as possible) 60 FPS.

For the time being (until the option is fully integrated into the menu) I will upload a second build of CSE which is set to behave as if in low graphics mode.
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Bugs:
Fixed a bug that caused  Double's HUD to spawn in as if he died.
➥Fixed a bug that caused  Gbkyam's summoned during the Shamiss battle not to use their bite attack on Hard and Nightmare.

Performance:
Action Rate gauge bonus mechanic has been adjusted. Now points aren't constantly added to your score when the gauge starts to fill, but you receive bonus points whenever you damage an enemy. Having one less scripting math/function run every frame mitigates the load on the engine while the game is going.
Burai & Double's HUD objects have been significantly optimized by reducing the amount of porting/conditional checks run each cycle from 5 separate conditions to 1.
Object that handles moving all HUD elements with FOVs has now been given conditionals so not all discovery checks (checking for presence underneath HUD) are running all the time. Only when they need to be.Reduced the total active object count on the title/splash/main menu scene. Many objects were active even when not needed, as I was not familiar with how inefficient this engine was back when I started CSE.
Lucid Orb value multiplier has been adjusted to use integers rather than decimals except for when it's counting down. On Daydream and Normal the value is 100%, while on Hard and Nightmare it's 50%.
A redundant scene layer was cut out of the Eankama boss fight.

Files

CSE [LowGraphicsHighFPS].zip 237 MB
Feb 20, 2022

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