Here is a link to the update article i found.
https://twistedvoxel.com/new-far-cry-5-update-1-12/
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Here is a link to the update article i found.
https://twistedvoxel.com/new-far-cry-5-update-1-12/
This is the patch notes if you can call them patch notes! https://forums.ubi.com/showthread.ph...0%93-April-9th
Nothing for the editor i dont think but i thought you guys should know!
I really wonder if they have fixed the Sun/Moonlight false position that could randomly occur in arcade maps.
My understanding is that the visual tweaks have increased the memory load for some assets, and that this decreases the number of assets that can be placed per grid in the editor. Water effects, reportedly, are the most affected. It sounds like previously published maps that really push the memory limits in the editor are now laggy. I have yet to test myself...
So more red grids - the last update wound up lots of people with the changes to the budget, we can't even test a map in explore mode when there are any issues or red grids yet you could still play in Explore Mode on Far Cry 4 even when the map was over budget.
If this has turned more map budget grids red than that's another nail in the coffin as people will have work in progress maps that could potentially now be over budget.
This happened before with one of the updates I remember Mike G Live on XB1 explaining that after an earlier update his Aircraft Carrier or Ship vs Sub map became insanely laggy, they fixed that in the next update - sounds like an old bug resurfacing, If this is the case then without a fix there will be lots of maps affected so more people leaving.:(
I suspect there will be an exodus on PS4 after the launch of Dreams next week, anyways. Only time will tell.
IF this is indeed affecting map developers why don't the devs just add in a less strict budget and include a performance meter like FC2?
This way map developers have a bit more room to work with and can keep everything in check. So to summarize, keep the current budget system, if a map editor goes over the limit prompt the user an option to proceed editing and hard cap them to a certain limit. This way players can selectively optimize their maps and only suffer bad ratings if a map is not smooth enough.
Then again im on pc lol.
Check the top right corner.
https://i.ytimg.com/vi/aat9R4Gog-E/maxresdefault.jpg
Just make the middle of that performance meter the definite object lock point.
Just to clarify, I haven't experienced any budget problems since the Patch and my water effects don't seem to be hurting performance too much. I was just reporting hearsay from others.