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August Performance Changelog

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OPAug 17, 12:47 PM3447

August Performance Changelog

This month went entirely into performance. No new modes, no new features — all of it went into memory usage, stutter, frame rate, and AI cost. If you play on a device with limited memory, or you have a lot of mods installed, this is the update you will feel the most.

Much lower memory usage

  • Font resources are now pre-baked, dropping their resident cost from around 37 MB to about 10 MB.
  • Startup no longer loads every language's text into memory — only the one you are actually using.
  • All interface atlases are now compressed, and several screens share a single copy. Previously every category of screen you opened claimed another copy of its own.
  • Entering the garage no longer keeps the entire "advanced effects pack" (about 24 MB) in memory for the rest of the session. Effects load when they are needed and are released when you leave the scene.
  • Camouflages, decals and mask textures from mods are no longer all unpacked and kept resident at startup (a single 2048 texture alone costs about 21 MB), and map-mod minimaps now load when you enter the map. If you run dozens of mods, this is the single biggest win here.
  • We fixed memory leaks during battle: vehicle materials, procedurally generated meshes and ammo-rack data are now released together with the vehicle. Repeated respawns and vehicle swaps used to push memory up with no way back down.
  • Ammo-rack data is no longer stored once per ammo slot (tens of MB saved at a 30-vehicle scale). Older models are converted automatically on load, so nothing needs re-making.
  • New graded memory pressure: the tighter memory gets, the more aggressively idle vehicle models are cleaned up — and cleanup only happens while you are not driving a vehicle, so there is no more "one cleanup, one hitch".

Less stutter

  • Loading yields to combat. Before you are in a vehicle (loading screen, waiting to respawn), resources load at full speed. The moment you take control and start fighting, loading slows itself down and frame rate comes first.
  • Vehicles and aircraft now spawn across several frames, spreading out a one-shot burst of work so someone joining the field no longer causes a hitch.
  • Effect warmup reworked. It used to get worse the more effect types you had; it is now a single overall budget. We also fixed shader warmup never actually running — "the first shot always stutters" should be noticeably better.
  • Faster second launch. Scan results for camouflages, effects and crew voices are cached, so the game no longer unpacks every resource package on every launch.

Steadier frame rate

  • Impact calculations (fragments, overpressure against armour) are handled in batches, cutting the cost spike at the moment of a hit.
  • Visibility checks for every vehicle on the field are merged into one pass instead of each vehicle testing on its own.
  • Track curve rebuilding and turret calculations moved onto worker threads, removing the points where they waited on the main thread.
  • The battle interface now redraws only what actually changed, cutting cost heavily while aiming or scrolling lists.
  • The combat loop no longer creates temporary memory every frame, which removes a source of periodic frame drops from memory reclaim.
  • The x-ray view and top module view refresh on demand, and the kill-cam camera no longer keeps working after playback ends.

Lower AI cost

  • The AI's navigation map building and path searching were rewritten and moved onto worker threads in batches, so the main thread never waits on them.
  • Frame-rate spikes in large AI battles are noticeably reduced.

Behaviour changes

  • In offline modes, random paint on AI vehicles no longer includes camouflages you imported as loose files.
  • Now that effects load on demand, the very first time a given effect pack is triggered on a map, one effect may be skipped (at most once per map).
  • Following the pathfinding rewrite, AI patrol routes and firing positions are distributed slightly differently than before.

Bug fixes

  • Display glitches from an effect occasionally being recycled twice, and tracers and sustained fire ignoring their instance limit.
  • Custom vehicles showing invisible parts on their second load.
  • The battle interface backing plate blocking touch input, and an oversized damage-indicator atlas.
  • Overlapping and undersized shared joystick areas on some devices.

If you run into anything unusual with frame rate, memory or loading in this build — missing effects, invisible parts, or mod resources failing to load in particular — please send us your device along with what you were doing at the time. This update touches a lot of ground, and we will prioritise those reports.

25 replies
6 days ago

不错

6 days ago

团长,我见过你

6 days ago

Is there a setting, where u can deactivate that radar, so enemies dont get spotted on the minimap??

5 days ago

no

3 days ago
@DevTeam

would it be possible maybe?

5 days ago

可以😌

5 days ago

太棒了👍

5 days ago

That's so great.

5 days ago

每次更新网络都很慢,这个有啥办法优化吗

5 days ago

挂梯子

4 days ago

在哪儿更新啊?昨天没更,今天又找不到入口。有人能指导我一下吗?

4 days ago

我想问一下在哪里可以更新游戏?他好像提示我更新,但我找不到在哪

4 days ago

我也是啊!😩

4 days ago
@进攻D点的阜南

刚刚才刷到你的帖子,我俩太苦命了

3 days ago

官网即可更新

3 days ago

谁知道在哪儿安装新版本呢?

3 days ago

666又来一个同甘共苦的,目前已知包括我在内有三个人没法更新😅

3 days ago
@进攻D点的阜南

你们都在官网了还不知道怎么更新?

3 days ago

怎么更新?

2 days ago

为什么K2的DM53垂穿600 60°斜穿也600

19 hours ago

土豆爆炸了吧?官方启动器都更新不了,登录都不行

9 hours ago

非大陆地区可以使用,大陆地区需要翻墙

12 hours ago

is there any update to physic of the tank maybe more accurate to real spesification, it is possible to do? if not its ok, maybe we'll look to another feature

9 hours ago

Finally make proper flags for the vehicles in the free version

1 / 1
1/200/2000
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