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October was a good month for Sword of Moonlight. It started with an unscheduled release that turned into possibly the most consequential yet, and because of it I was able to really dig in to Mortheia’s 2.1 demonstration (pictured) resulting in a string of “patch” alerts on the back of the new release, the likes that can only come about from many hours of genuine, uninterrupted play.Combined with the first surprise release from late this year, in Moratheia’s project Sword of Moonlight appears able to make a fully professional showing. The earlier release removes pixellation from detailed images that form cutout shapes that are applied to two-sided paper thin polygon shapes. It sounds like a cheap effect, but Moratheia makes use of this to great effect, as can be seen in its many fine tree limbs (pictured) and grasses. The second surprise release is more or less an omnibus that started with the simple objective of extending the kind of geometry that can be walked over without encountering glitches, but would snowball to enhance and make perfect the solidity of Sword of Moonlight’s artistic worlds.Furthermore, in this process, insidious, showstopping bugs were isolated and eliminated from Mortheia’s demo.I believe that very soon Sword of Moonlight will be suitable to stage a competitive commercial offering. Moratheia appears poised to be the first such offering. That said, that Moratheia exists at all is nothing to sneeze at. Sword of Moonlight is very user-friendly, but also many parts of it are strictly off limits to users, and so I cannot endorse its fitness as a complete product at this time, and do not expect to be able to do so any day soon. Nevertheless, Moratheia is living proof that with enough patience and know-how, Sword of Moonlight can deliver very impressive results.
Here’s an interesting stopgap release — it’s not what I’d planned, and it’s a demonstration first-and-foremost — but it’s also an official release, because it includes some of the best performance enhancements for Windows 7 and later Windows, and fixes some bugs that had arrived too late to be patched. I’ve been hard at work ever since I acquired a PlayStation VR in order to apply it to Sword Of Moonlight, but got taken off guard by the headset’s enchanting home-theater mode. (More on it later.)There are so many possible releases, all up in the air, right now, never mind VR; Nevertheless, in the last several days it’s been the only thing I can think about. I expected to release a full PlayStation VR demonstration, except for the headset that I received seemed to have apparent display anomalies that forced me to send it back for a replacement, and so in the meantime I could only finish the demonstration’s visual component:[text in center was undoubled at the time this picture was taken]I felt desperate to achieve a visual. I went to lengths I wouldn’t normally to make it work on my (puny) workstation. And now that it works (including double-vision and nontrivial lens distortion effects) and does so on an inexpensive, integrated chip in a box that will fit in the palm of your hand, no less, it’s still only half as exhilarating as the ability for Sword Of Moonlight to do this at all, without changing how it works in some more fundamental way. It is doing so now not by summoning raw horsepower but by achieving a clean, steady frame-rate, for the first time in its so far brief history.Needless to say this has profound implications for games, even if surely, these problems would be solved some day, what’s important is now is that day, and the problems are no longer, or at least, have been not insufficiently mitigated for the time being.
[Editor];Increase tools' fonts 30%.height_adjustment = 1.3*1_
//unlike Editor, these do not override Option //but are instead parallel to it since stereo //has special needs EX_INI_OPTION(0) do_not_aa, do_not_lap, do_not_force_full_color_depth, do_not_dither, do_smooth, do_stipple; //som_hacks_PSVR_dim EX_INI_NUMBER(0,0,16) dim_adjustment; //DMIPTARGET EX_INI_NUMBER(0,0.75,1) fuzz_constant;
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