
Reissad Studio выпустила значительное обновление для своего шутера от первого лица, Bodycam. Теперь игра работает на Unreal Engine 5.5, что значительно улучшает производительность. Вот подробный обзор того, что нового.
Инвестировал в Теслу, потому что нравится машина? Это хороший старт. А теперь давай разберемся, что такое мультипликаторы и почему это важно.
Начать разбиратьсяС обновлением до UE5.5, игра теперь в полной мере использует Lumen и Virtual Shadow Maps для улучшения визуальной составляющей. Разработчики также внесли значительные оптимизации в то, как игра использует вычислительные ресурсы вашего компьютера – как графический процессор (GPU), так и центральный процессор (CPU) – во всех основных областях игры. Это включает в себя упрощение графической отрисовки за счет уменьшения количества вызовов отрисовки, динамических элементов и детализации теней. Они также оптимизировали шейдеры и освещение для дальнейшего повышения производительности.
Помимо этого, команда успешно добавила Виртуальные Карты Теней на каждую карту и обновила примерно 90% текстур для использования Виртуальных Текстур, включая соответствующие уровни детализации и сжатие. Они также переработали освещение на всех картах, чтобы оно бесшовно работало с VSM и Lumen. Это обновление также делает управление текстурами более эффективным, снижая общее использование памяти. Наконец, мы улучшили эффекты постобработки и туман для более четкой визуализации и глубины, а также оптимизировали время загрузки и повысили надежность потоковой передачи.
В целом, Bodycam теперь должен работать лучше на более широком спектре ПК. К сожалению, у меня нет этой игры, поэтому я не смог самостоятельно проверить эти улучшения. Однако здорово видеть, что эта игра получает значительную оптимизацию благодаря переходу на более новую версию Unreal Engine 5.
Это обновление включает в себя нашу самую большую карту зомби на данный момент, предлагая возможность опробовать новые функции, такие как арбалет, более сильных врагов и свежую игровую механику. Мы также добавили новую многопользовательскую карту, вдохновленную настоящим сайтом для игры в страйкбол во Франции – вы даже можете его посетить, если захотите!
Итак, разработчики только что выпустили довольно крупное обновление! Они работали над балансировкой игрового процесса и оружия, что просто отлично. Кроме того, они исправили тонну ошибок – серьёзно, более 150 исправлений, улучшений и изменений в общей сложности! Уже сейчас ощущается гораздо более плавная игра.
Steam автоматически загрузит это обновление при следующем открытии приложения. Вы можете найти полный список изменений ниже.
Заметки к патчу Bodycam от 25 ноября
PERFORMANCE & OPTIMIZATION
- Migrated from Unreal Engine 5.2 → 5.5, fully adapted to Lumen and Virtual Shadow Maps (VSM).
- Optimized GPU and CPU usage across all major maps.
- Reduced draw calls, dynamic render targets and shadow complexity on multiple maps.
- Cleaned redundant sublevels, merged meshes and lowered texture streaming overhead.
- Improved shader complexity and light culling to reduce overdraw.
- Reduced Slate tick in the Play Menu frontend from 4.3 ms → 0.66 ms.
- Lowered Play Menu memory usage from 250 MB → 180 MB.
- Optimized asynchronous texture loading and streaming for both UI and environments.
- Part of our team is now dedicated to GPU optimization to ensure we improve the rendering pipeline.
- Efficiently integrated Virtual Shadow Maps across all maps (CQB, Rome, Bomb House, Airsoft, etc.).
- Switched around 90% of textures to Virtual Textures with proper LODs and compression settings.
- Improved texture grouping, compression and global texture memory usage.
- Re-baked lighting passes across all maps to align with VSM + Lumen.
- Optimized post-process effects and volumetric fog for better visibility and depth.
- Improved load times and streaming consistency overall.
- Polished props, materials and set dressing for better visual cohesion.
- Improved settings management and input responsiveness.
- Continued cleanup of legacy systems and deprecated logic.
- Achieved higher and more consistent frame rates on Paintball, Logistics, Hospital, CQB, Public Pool, Airsoft, Bomb House, Russian Building, Shooting Range, Rome.
- Fixed FSR 3 so it now applies the correct screen percentage.
- Enabled FSR Frame Generation when DLSS is active, without requiring FSR 3.
BUG FIXES & STABILITY
- Fixed the lobby crash when hosting or loading a game after a friend invite (previously the most common crash).
- Fixed Bodycam friends detection (green squares) not displaying correctly.
- Fixed several cases of incorrect scores shown on the TAB scoreboard.
- Removed duplicate players appearing in the friends list UI.
- Fixed Steam invite issues preventing disconnected clients from rejoining sessions.
- Resolved softlocks during map loading on certain maps (for example Paintball and Hospital).
- Fixed a UI bug that could show «Defeat» after actually winning a match.
- Restored missing sections in the server list and improved friend visibility in lobbies.
- Fixed spawn bugs, stuck players and invalid collisions across multiple maps.
- Fixed several map collision issues and player stuck spots.
- Resolved a voice chat initialization crash.
- Fixed replication errors when the host or client disconnects: clients now properly return to the lobby.
- Fixed weapon switching and camera issues when cycling between weapons.
- Resolved an infinite loading bug in the locker shop.
- Fixed round win or loss desync in online matches.
- Fixed multiple input rebinding issues introduced during the engine migration.
- Fixed missing bomb sounds and invalid event triggers in multiplayer logic.
- Fixed bots being immobile on certain maps (Airsoft, CQB, etc.).
- Fixed bots that never reloaded their weapons.
- Fixed multiple map vote issues: black screen, players kicked out, host stuck in freecam, etc.
- Fixed freecam spawns on Rome in Team Deathmatch and Bodybomb.
- Fixed unbalanced teams when hosting with friends in Teams mode.
- Fixed all issues related to end of round and match screens:
«Victory» incorrectly displayed as Defeat for clients.
Score or result not appearing at the end of a round.
Wrong label «Round Lost» despite a victory.
«Round» displayed instead of «Match» on the end screen.- Fixed a ragdoll issue where some players stayed stuck in ragdoll and never switched to spectator.
- Improved handling of two player games to avoid weird edge cases in team assignment.
GAMEPLAY & SYSTEMS
- Added the Crossbow, first introduced in the new Zombie Village map.
- Expanded Zombie spawn and behavior systems with improved wave pacing, loot areas and special enemy types.
- Added a map voting system at the end of matches.
- Updated Sprint to work as a toggle instead of requiring the key to be held.
- Comprehensive fixes to the input binding system:
Keys already in use now properly display a warning message.
The «Reset inputs» and «Clear / Reset» buttons work as expected.
It is once again possible to bind the O key.
The Pause Menu now opens correctly with Escape in both packaged and standalone builds.
Fixed an issue where a night vision message could pop up when rebinding certain keys.- Improved zoom and camera navigation in several interfaces for smoother, more natural movement and focus.
- Limited weird player rotations when turning the head too far to the sides or looking too high or too low while opening certain interfaces.
- Posthumous grenade kills (kills after you die) now award the correct points.
- Adjusted bomb timer to avoid rounds ending too quickly.
- Bots now defuse the bomb correctly after the player dies.
- Fixed and validated several achievements or trophies and their in-game tracking.
ZOMBIE MODE
- Fixed zombie audio replication so clients hear the correct sounds in online sessions.
- Fixed a severe FPS drop when zombie sprinters spawned.
- Sprinters are now easier to identify by sound, with an increased audio range.
- Added and tuned a specific audio cue for both sprinters and the scarecrow.
- Reworked Mystery Box SFX for a more satisfying feel.
- Fixed an issue where sprinters might fail to spawn correctly during the first wave.
- Fixed multiple cases where zombies got stuck or despawned incorrectly on Village (windmill tower, doors, specific areas).
- Fixed a crash related to explosions on the Village map.
- Adjusted the zombie clothes system and several end of wave sounds (for example bells firing multiple times).
- Fixed a bug where snow could appear incorrectly on players.
MAPS & ENVIRONMENT
- Added the new Village (Zombie) map.
- Added the new CQB Powergun multiplayer map.
- Airsoft: a few fixes plus a new staircase to improve flow.
- Multiplayer maps (CQB Powergun, Paintball, Public Pool, Rome, Russian Building, etc.)
CQB Powergun
- Large optimization and polish pass (Tech Art, collisions, lighting).
- Fixed bots getting stuck on CQB.
- Fixed footstep sounds on metal surfaces such as stairs.
Paintball
- Fixed a broken wall material.
- Completed a full Tech Art validation and fix pass.
Public Pool
- Fixed a Hardpoint that was inaccessible to players.
- Completed a Tech Art validation and fix pass.
- Corrected overly dark starting lighting.
- Polished Hardpoint locations for a better gameplay flow.
Russian Building
- Fixed walls and environment elements.
- Fixed a sky that was too bright at night.
- Corrected a Hardpoint that did not function correctly.
- Fixed a starting state where the map could be too dark.
- Restored the characteristic blur effect, now applied consistently across all maps for visual cohesion.
- Fixed a spot where players could get stuck when reentering via a wooden plank.
- Removed a leftover «trailer bot» that spawned by mistake on the map.
Warehouse
- The map is no longer locked in debug mode without bots and is playable again.
- Worn House, Hospital, Asylum, Bomb House, Shooting Range, The Backrooms
- Full Tech Art passes (collisions, materials, lighting, readability).
- Added or fixed missing Hardpoint locations on several maps.
Airsoft
- Fixed bots that were immobile on the map.
- Completed Tech Art validation plus a post process polish.
General
- Fixed several stuck spots for players across different maps.
- Improved Village and background areas with more foliage and visual detail.
UI / UX
- Integrated full aspect ratio scaling and partial controller support for all menus.
- Optimized Play Menu performance using asynchronous texture streaming.
- Added new Play Card visuals and data assets for map and mode selection.
- Implemented a functional Pause Menu with proper layering and back navigation.
- Redesigned the input rebinding interface for Unreal 5.5’s Enhanced Input System.
- Optimized font scaling and unified global UI visuals for consistency.
- Fixed scoreboard, map voting and match end displays so they are consistent and reliable.
- Fixed scaling issues on non standard resolutions and aspect ratios.
- Fixed a bug where the rank UI appeared blurry due to the blur effect.
- Fixed player nameplates not correctly following players.
- Improved global visibility by fixing eye adaptation issues that could break player visibility.
- Fixed the Bodycam detection icon (green square) so it displays correctly again.
- Improved the overall behavior of the Escape key, menus and global navigation (map list, back button, etc.).
- Long player names (for example from Steam) no longer break UI layouts.
- The Score Tab now shows clearer information about the match state (time left, win conditions, etc.).
- Fixed the Back button that could break navigation and clear the map list.
- In the shop, when scrolling, the first item of the newly visible area is now automatically selected for smoother navigation.
- When editing a class, the camera no longer zooms out to the full weapon and instead stays focused on the edited element.
- Additional eye adaptation fixes were made to further improve visibility.
AUDIO & VFX
- Integrated new footstep, impact and melee sound effects.
- Removed looping bird and ambient noise clutter on several maps.
- Balanced the global audio mix and adjusted sound occlusion, especially on Village.
- Added end of wave audio cues and new voice lines for zombie spawns.
- Fixed greybox VFX that appeared after the Unreal 5.5 migration.
- Updated Niagara particles for blood, muzzle flashes, debris and impacts.
- Reworked blood decals and improved their reflections in the lighting.
- Enhanced post process visual feedback such as motion blur, depth of field and chromatic aberration.
- Added the Main Zombie Theme.
Rebalanced:
- Global reverb and environmental ambience to make maps feel more coherent.
- Footsteps and surface variations.
- Bullet impacts, fly by and ricochet audio to boost immersion.
- Improved environmental ambience and audio on Village.
- Adjusted wind sounds while turning and restored several blood related particles to get a feel closer to the previous versions.
- Fixed audio parameters that were not applied correctly on some sounds.
NETWORKING & MULTIPLAYER
- Improved the host to client disconnection flow: clients now consistently return safely to the lobby.
- Fixed incorrect game mode transitions in some cases.
- Enhanced replication performance and reduced lag spikes during player updates.
- Improved lobby and matchmaking flow with better state synchronization.
- Optimized server travel and reduced session recreation times.
- Fixed disconnected clients that could not join a new host.
- Fixed duplicate entries for a single player in the lobby.
- Fixed an issue where map voting could kick players and put the host into freecam.
- Fixed a bug where joining or rejoining a lobby could cause an infinite loading loop.
- Fixed several issues with player names displayed in the TAB score and end screens.
- Completed VOIP QA checks to stabilize and validate voice chat behavior.
- Fixed nameplates replication so they track players correctly for all clients.
- Adjusted edge cases where two player matches could behave strangely with team assignment.
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2025-11-25 20:19