Hey folks, Merry Christmas. Sorry for absence of news. Busy time, a lot of stuff happened IRL.
So, news about V3. Short version: no chance to release it at the end of 2024, sad but true.
Long version: so at the time I released V2 I started to experiment with adding more accessories to base girl/woman skeletons but quickly ran into issues with game's stability and performance. Texture size keep getting bigger and bigger. Let's say, base texture atlas is 2048x2048, and I'd need to increase it further to 4096x2048 or even bigger. Base game renders textures three times: main, opaque and transparent (outlines). So you can imagine VRAM usage was pretty high.
CPU performance was never that great to begin with. With more stuff added it was also degrading pretty fast.
And there was another issue with Tits mod's textures: mip-mapping wasn't working.
So, at that point I stopped to work on this mod, it was a hard wall of issues. Mod development pretty much stopped for 2022-2024.
At september-october of 2024 I finally found a way to fix mip-mapping issue. And then I also start to analyse game's data/art specs and also found the source of most performance issues. I don't know how to put it good enough, but MBM's character's skeleton data is overbuilt for its purpose. I salute devs for choosing .skel format over .json, but with how it's built it still drags performance down a lot. CPU have a hard time with calculating all vetices and vertex transforms.
So there's a way to reduce these by a lot, but then it affects animations. That's how devs used it to animate stuff - bones and weights. MBM's characters doesn't move much so there's not much need in using complex meshes.
And then there's a default texture packing which use old "rectangle" option. Using "polygon" packing instead allows to pack same or more stuff in smaller texture atlas. 2048x1024 can pack into 1024x1024 or even 1024x512 if I'm able to push things further... that's there development takes more time.
At first I only planned to update girl/woman skeletons with more hairs and add big bellies/fetus size change for them, but then optimization stuff came into play and now I'm aiming to optimize every art asset in this game. New standards/workflow are set, this was an issue for some time which was resolved at the end november-december 2024. So now I'm only limited by my free time/IRL things. I simply can't work on this full-time, but it's a passion project which I'm willing to finish in 2025.
Partial mod release?
- Unsure, data handling in new version will be different - to install this mod I'd probably require user to delete their whole MBM's game data folder and replace it with mine. Otherwise there's no way to guarantee mod to work. Translation file data compatibility can be discussed, but there's needed tweaks made in translation files too, so using custom translation will need some adjustments too.
MBM performance wasn't an issue to begin with!
- But it was. That's also the reason why DLC's assets comes with reduced quality. By the way, there's also a default vsync cap put in in the game by default, which you can disable in the video driver, but CPU stutters are there still with base game data. So I'm making sure there's less of them. My framerate/vsync cap are at 75, which is my monitor's max refresh rate.
It's been too long and why should I care?
- Well. Like I said, it's a passion project which I do in my free time. It will be finished and shared eventually.
Can character's outlines be switched back on/restored?
- Disabling/removing them is what made more efficient texture packing possible and reduced total memory usage at least by 1GB. They also caused more issues for the base game and for mod development too. In my opinion they are not needed. Function-wise - selection of characters are paired with "character card" at the right side of the screen. Art-wise is subjective. Some will miss them, some will not.
How much performance uplift to expect?
- Depends on your hardware. I'm sharing my performance metrics just so you can see for yourself how to behave on my current hardware with current mod progress and on base V2.
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- Girl on the right side use same sprites as the left one.
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Some experiments with animation state mixing using new optimized meshes:
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