- Version 1.3.12 Bypass for Path Tracing - 4 March 2024
Following your feedback, I've implemented a series of updates aimed at improving performance and broadening hardware support: Path Tracing Bypass Feature: Acknowledging the variety of hardware configurations among our players, I've introduced a bypass option for Path Tracing. This allows GPUs other than the RTX 4000 series to utilize Path Tracing features. You can find this new option at the bottom of the graphical settings menu, making it accessible for everyone. Selectable Upscaling in Path Tracing Mode: Accompanying the bypass feature, you now have the freedom to choose your preferred upscaler and upscaling mode when using Path Tracing, just like before. This update reinstates the ability to fine-tune the game's performance and visual output according to your specific hardware setup.
- Version 1.3.11 : Enhancing Performance - 4 March 2024
Path Tracing mode is now only accessible on RTX 4000 series and above. This decision stems from the fact that this mode demands too much from any other cards lacking frame generation capabilities. Importantly, activating Path Tracing mode now automatically enables Frame Generation and DLSS Performance for upscaling. This integration is the only viable method to efficiently run this mode, as operating without it is not feasible. RTXDI has been removed from the options and is now exclusively integrated with Path Tracing mode. The shadow selection option has been removed to prevent performance issues associated with using anything other than Virtual Shadow Maps. Ultra settings for shadows and Lumen are optimized to be less resource-intensive. Furthermore, I have eliminated certain options such as Lumen Trace and Lumen High Poly Trace, which were deemed unnecessary and could cause potential…
- Introducing 'A Silent Desolation': My Next Post-Apocalyptic Adventure Game - 14 February 2024
I am thrilled to present my latest project, "A Silent Desolation," which is currently in the development phase. This new endeavor offers a glimpse into a unique gaming experience through a short gameplay video taken directly from the game, showcasing the immersive world and mechanics i'm building. "A Silent Desolation" is an ambitious project set on Earth, centuries after humanity has left the planet. Created by a solo developer, the game plunges players into the enigma of a deserted world, now a silent testament to its former inhabitants. In this post-apocalyptic survival game, players are tasked with the monumental challenge of repairing an ancient space shuttle launch base to escape the forsaken Earth. As they navigate through this lonely landscape, they will need to craft, explore, and solve the mysteries of a world forgotten by time. This game is not just about survival but also ab…
- Version 1.3.10 - 18 January 2024
Fixed an issue where portals were deleted after retriggering an event for the second time, such as the automatic closing of a door. This particularly affected the introductory/tutorial section of the game but could potentially impact other areas as well.
- Version 1.3.9.b - 14 January 2024
Fixed an issue that prevented the rebinding of the key for zoom.
- Version 1.3.9 (Room 14) - 2 January 2024
Hello, This version continues to enhance Room 14, building upon the improvements made in the previous update. This new update focuses on design enhancements and some technical adjustments. The overall experience should be even better.
- Version 1.3.8 (Room 14 Update) - 1 January 2024
Hello ! Great news about Room 14! Your feedback has been incredibly valuable, and I've taken it to heart in this latest update. Say goodbye to the confusing maze of false puzzle paths they're all gone inside room 14. Now, the puzzle is more intuitive, focusing solely on the elements that matter for the solution. Dive in and enjoy a smoother, more streamlined challenge! Thank you !
- Version 1.3.7 (Tip for key binding) - 27 December 2023
Hello everyone, I want to address an important aspect regarding the game's control scheme. Initially, the game was designed with the intention of using the keyboard for movement and a mouse with side buttons for executing temporal changes and slowing down time. This setup was chosen to facilitate fluid and simultaneous actions such as moving, time manipulation, switching dimensions, and shooting portals, which might not be as intuitive with the default Q & E keys. However, I realize that not every player has a mouse equipped with side buttons, making it challenging to implement this as a default control scheme. To accommodate this, in the latest update, version 1.3.7, I've included a "Tip" section in the "Controls" menu. This is to advise players to rebind the keys for time slowing and dimension shifting if their mouse supports it, as the game was initially envisioned to be played in th…
- Version 1.3.6.b - 7 December 2023
Full project recompilation, message for opening the scanner too early in the game removed, and a few other bugs fixed.
- Version 1.3.6 - 26 November 2023
Players can now shoot a portal directly at their feet and then another at a different location, which will teleport them directly to that spot. Previously, nothing happened unless one re-entered the portal to trigger teleportation. Adjustments have been made to the conditions when two portals are on the ground, allowing for more flexibility than before. The character's capsule size has been redesigned to be thinner and shorter, enhancing the ability to perform certain jumps. In Room 1, there was an issue with trapping the cube in the second dimension; this has been resolved by adding an extra wall that allows for portal placement at ground level. Additionally, the HUD now displays in the bottom left corner the key to highlight important elements within the level.
- Version 1.3.5 - 26 November 2023
The maximum field of view (FOV) value has been expanded to 180 degrees, accommodating corrections for ultra-wide 32:9 screens. It's important to note that the aspect ratio setting in the menu is essentially an adjustment of the FOV. Since I don't have a 32:9 screen, I couldn't add a specific 32:9 option. :) With this extended FOV range, the game should now operate smoothly on ultra-wide screens without any issues.
- Version 1.3.4 - 26 November 2023
This update brings several changes to the time slow-down feature: - the activation and deactivation of the slow-down are now quicker, - the character no longer feels as frozen as before when shifting into slow-down mode, - the duration of the slow-down has been significantly increased. Thank you.
- Version 1.3.3 - 6 November 2023
New Path Tracing Settings This update enhances the flexibility of path tracing with new settings ranging from "Low" to "Let my PC burn." Low 1 Bounce for GI 1 Bounce for Reflections Quarter resolution for global illumination. 70% resolution for reflections. Normal 2 Bounces for GI 2 Bounces for Reflections Half resolution for global illumination. 100% resolution for reflections. High 3 Bounces for GI 3 Bounces for Reflections Half resolution for global illumination. 100% resolution for reflections. Let my PC burn 4 Bounces for GI 4 Bounces for Reflections Half resolution for global illumination. 100% resolution for reflections. Thank you, and stay tuned!
- Version 1.3.2b - 4 November 2023
Fixed an issue where, when Path Tracing mode was activated, certain options remained visible (such as shadows, RTXDI, etc.), this was not intentional and has now been corrected.
- Version 1.3.2 - 1 November 2023
Clarification This update provides clarification on a misconception that some players have: the game is not developed by a team of multiple people, but solely by a single individual. This information has been added to the game's end credits as well as during the shader initialization process upon first launch. Gameplay The time-slowing mechanic has been reworked. The character now moves at an even slower pace to facilitate easier decision-making. Furthermore, both the duration of the time slowdown and the rate of its regeneration have been increased. Shader compilation The pre-compilation process for shaders can now be retriggered from the graphics settings menu in case of issues, such as a driver change.
- Version 1.3.1 : Spanish translation now available in Desordre! - 29 October 2023
I've just added a Spanish translation to Desordre! 🇪🇸 If you speak Spanish, you can now fully immerse yourself in the game. To switch languages, just go to the "Display" tab in the options menu and select Spanish. Enjoy the game en español!
- Introducing Path Tracing Mode in Update 1.3.0: A Revolution in Game Lighting - 4 September 2023
Hello everyone, I'm thrilled to announce the all-new Update 1.3.0! This update represents a significant milestone for Desordre, offering you an unprecedented visually stunning gaming experience like never before. What’s New in 1.3.0 ? Path Tracing: Experience the game world like you've never seen it, thanks to our brand-new Path Tracing technology for visual rendering. General Lighting Improvements: Shadows and brightness have been reworked across the board for unmatched immersion. Artistic Rework of Chapter 2: Rooms 11 to 16 now feature completely revised artistic direction, making each moment even more memorable. Path Tracing Mode Path Tracing offers a significant improvement over our previous lighting techniques. It provides a more consistent and unified way to simulate light, shadow, and reflection in the game. While it's not quite reality-level, it is a big step up from traditional…
- Full Ray Tracing/Path Tracing Branch Test (1.3.0 Preview) - 1 September 2023
📣 Exciting News! I'm thrilled to announce that a Full Ray Tracing version of the game is now available for testing on Steam. Experience a whole new level of visual fidelity with fully ray-traced lighting, shadows, and reflections. 👉 How to Access: Open your Steam library. Right-click on the game title. Select "Properties." Go to the "Betas" tab. In the drop-down menu, select the "fullrtpreview1.3.0" branch. 🎮 How to Enable Full Ray Tracing In-Game: Go to Settings. Navigate to the Graphics tab. Scroll down and activate the "Full Ray Tracing" option. ⚠️ Known Issues: Portal particles are currently not visible in reflections due to bugs and performance issues. FSR 2 is experiencing issues and has been temporarily replaced with TSR. Please note that this is a preview version and might contain some bugs. A high-end GPU is highly recommended for the best experience. I appreciate your conti…
- Version 1.2.8 - 30 August 2023
Nvidia DLSS 3: Frame Generation Update to Version 3.5.0.
- Version 1.2.7 - 29 August 2023
This update aims to generally reduce light noise. One of the challenges with Lumen is the handling of emissive lighting; the light cubes in Desordre are now excluded from Lumen's calculations. These cubes produce light that flickers excessively, making the overall rendering unstable. If Epic Games improves this feature in the future, the light cubes will, of course, be supported by Lumen again. However, the primary goal is to achieve stable lighting. The 'Ultra' lighting setting denoises the light more intensively, but it also demands higher performance resources. I've also enhanced the range of ray tracing, which is particularly evident in the second chapter, covering rooms 11 to 16. Previously, the radius was too limited, causing some elements to be overlooked. To achieve extended lighting range, the lighting setting must be set to "Ultra." Improvements have been implemented in the RT…