DevLog · v3.2

3DOptimization

v3.2 was the first dedicated GPU pass after the 3D launch. Draw call batching, texture reuse and fog-volume cleanup brought integrated graphics and older mobile chipsets back into a comfortable frame budget.

Draw call batching

Fewer pipeline switches.

The biggest win came from grouping room geometry into fewer draw calls. Walls, floor tiles and decorative props that previously rendered one mesh at a time now share batches, which cut CPU-side render setup work dramatically on weaker devices.

Texture reuse

Stop re-uploading the same data.

Several textures were being uploaded on each room transition. v3.2 keeps shared atlas data resident across rooms and only swaps the bits that actually change. The win is most visible on the room-to-room transition that used to hitch on lower-end hardware.

Fog volumes

Cheaper atmosphere.

Fog was previously computed across the entire dungeon every frame. v3.2 limits the calculation to volumes near the player and currently-visible rooms. The visual result is identical; the GPU cost dropped by a noticeable margin.

Quality presets

Persisted across sessions.

Quality settings (Low / Medium / High / Very High) now persist via localStorage, so players on weaker hardware don't have to drop quality every session. The render gate respects the saved choice on first load.

What changed for players

Same dungeon, fewer hitches.

v3.2 doesn't add features. It removes friction. The mid-fight stutters that some players reported on first 3D launch were almost entirely eliminated, and class-skill cooldowns now feel responsive on devices that struggled at launch.