VSPT 0.2.3
The engine hooks changed: after updating, the main menu asks to patch the engine again. Click Fix and restart.
Video memory managed for you: render distance is now an upper limit. When your graphics card or system memory runs short, VS Path Tracing pulls in how far the server sends chunks, and lets it back out when there is room; your setting is left alone. Hundreds of megabytes less video memory wasted (old texture copies freed, far terrain’s page only when it is on, frame generation and the radiance cache give theirs back when off), no memory spikes when joining or changing settings, and a controller that gives memory back before the card runs out. This should fix most black screens, crashes, frozen creatures, chunks not updating and far terrain vanishing on smaller cards.
Fewer stutters: far fewer hitches standing in a busy village, smooth flying over new ground, chunk unloads spread out, and the base game’s chunk thread no longer spins a core.
Materials: a new Materials page with shine sliders for each kind of surface; ground, plants, wood and stone default to 25%, so things look much less glossy.
Shore waves: foam waves now run in to the shore and wash out at the edge, in place of the wind-driven foam sheet.
Fixes: a maximised window on a second monitor stays a window when you join a world. The main menu warns when Overwolf, which can cause a black screen, is running in the game. Conquest lanterns give off light like the base game’s. Distant trees are a deeper green canopy, and far terrain stays as blocks right up to the loaded chunks.
