The later stages of BOOK OF HOURS get a little stuttery, and I get a mail every couple of weeks from someone whos dismayed that their high end rig built around a 4090 RTX isnt running BH with the buttery smoothness that it can manage for Cyberpunk 2077. Weve tinkered over the last year and improved it since launch, but after wed picked all the low-hanging and indeed medium-height fruit, there were still some stubborn rendering bottlenecks that just needed someone to spend a week sitting down with the Unity profiler and do some meticulous testing. I finally asked Chelnoque, our orbiting contractor, to do that, because its hard to carve out a week of my time and hes better at that stuff than me anyway (I have occasional virtues, but meticulousness is not among them).
You can see the fruits of his labours here:
and you can enjoy them in a passworded branch (perf_alpha) on Steam. Ill tell you the password in a minute, but Im making it slightly more obscure than usual, as a gentle filter, because Im going on holiday next week and I dont want to come back to too alarming a support queue!
Chel or I might write up something in the mode of this post or this one, because people are often surprisingly invested in the details, but heres one representative example of the Knuthian rule that optimisation is rarely about what you expect: one of the problems turned out to be a quirk of some earlier optimisation code. Theres some manual culling code that ensures the game doesnt render objects that arent on screen (we needed to go further than Unitys built-in culling, for reasons) and this used an additional probably-superfluous RectMask2D component, which was disproportionately hammering perfomance for reasons neither of us particularly understand.
Anyway, none of these problems were at GPU level, which is why fancy graphics cards made no difference: this is all about Unitys decisions about which rectangles to render, and how, before it passes draw calls up (down? off? out? in?) to the GPU, and we just have an extraordinary number of rectangles in Hush House. But there are things weve done about them and those things are done in the perf_alpha branch which you can access with the password thedorgeoffays. It is considerably smoother. Your saves should pass happily between perf_alpha and either the beta or the main branch. Like swans, or the jet setters in that Mad Men episode.
These things may have unexpected consequences in the UI, like sort order being a bit odd, or some things not being clickable that should be, because Chel really had to go into the walls and move some of the wiring: metaphorically speaking you may happen across a lightbulb that only glows when you open the garage door. So please let us know (support@weatherfactory.biz) anything you see, along with a save game so we can easily reproduce it! and Ill take a look when Im back from Norway on the 18th. If youre not reckless enough to try out something with alpha in the name, and who can blame you, then you can expect the improvements to arrive on beta before Christmas if youre lucky.
In the meantime, here is some firmly pre-alpha UI and even more firmly pre-alpha writing from the Game Three prototype which has been occupying my time lately. Dream furiously, people.
BOOK OF HOURS
Weather Factory
Weather Factory
June 2023
RPG Simulation Singleplayer
Game News Posts 91
🎹🖱️Keyboard + Mouse
Very Positive
(2634 reviews)
http://weatherfactory.biz/
https://store.steampowered.com/app/1028310 
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For fifteen centuries, Hush House was a fortress of knowledge. Until the fire. The collection is ruined, and the last Librarian is gone. Only one with your unique talents can rebuild the library.
BOOK OF HOURS is an elegant, melancholy, combat-free RPG set in an occult library, from the creator Fallen London, Sunless Sea and the double BAFTA-nominated Cultist Simulator.
Enjoy the sweet peace of organising books and customising your new home, all while unpeeling centuries of history from the occult stones about you.
The Librarian's influence extends far beyond the walls of Hush House. It's up to you to determine how history is written.
In this 20 - 40 hour game, you'll:
◆ ACQUIRE, RESTORE and CATALOGUE occult books, scrolls and curiosities.
◆ STUDY the nine Wisdoms, and conquer the nine Elements of the Soul.
◆ GUIDE visitors who come seeking your assistance, choosing their paths and stories.
◆ EXPLORE the Secret Histories and the pantheon of Hours that rules them.
◆ RESTORE a vast crumbling edifice built on the foundations of an ancient abbey.
◆ WREST your past from obscurity. Choose from nine different Legacies which determine who you are. You might be a Magnate, abandoning wealth to seek peace. Or an Archaeologist, fleeing the curse you awoke. Or perhaps your origins are more esoteric, like the Symurgist, or Twiceborn? Each playthrough offers different opportunities.
Weather Factory is a two-person dev team supported by many brilliant freelancers. BOOK OF HOURS was partially funded by the European Union's Creative Europe Programme - MEDIA. Thank you, Europe! We love you. ♥
- Processor: 2GHz or betterMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 1280x768 minimum resolution. OpenGL Core. post-2012 integrated graphics
- Storage: 500 MB available space
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