0.545.0 just hit the experimental branch, featuring:
- Separate setting for physics framerate and rendering framerate. While physics framerate controls the accuracy of your in-game physics and stresses your CPU, the rendering framerate controls how fast your display updates, provides a smooth video experience and stresses mostly your GPU. With separate settings, you can now choose the performance option that is best for your system. The recommended setting is 60FPS physics framerate and unlimited display framerate, combined with vertical synchronization turned on. Limiting framerate might be useful if you are playing on a laptop and want to conserve the battery or limit heat.
- Added physics interpolation, which allows the physics engine to work on a different framerate than your display. The game will now add extra non-simulated frames between the physics ticks to preserve the illusion of smooth movement.
- Improved performance of ship spawning.
- Improved performance of internal damage and power sensor simulation.
- Improved wording for "0 fps" meaning in the menu. Now the options are called, respectively "no limit" and "no animation" to make it clear what you are choosing.
- Extended the lower bound of framerate that Dynamic Temporal Simulation Simplification can take. This will improve performance on slower systems, and the new physics interpolation feature should have no noticeable effect short of improved performance.
Feedback Focus: Performance, especially on systems that were CPU-bound. As with any physics engine adjustment, please be on the lookout for any physics quirks.