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๐ฎ โ #Web3 Gaming Unleashed โ๏ธ Join us on Telegram: https://nitter.cf/t.co/ULGXfEKLCE
The Gamingsphere
Joined August 2020
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Chain Reaction + DLSS 5 is looking pretty pretty pretty good ๐ฎโ๐จ
#DLSS5 #indiegaming #indiedev
๐จ Chain Reaction v0.37.0 is LIVE ๐จ
Another big update focused on voice chat, graphics, audio, maps, combat + polish.
โจ Added
๐๏ธ Push to talk: Voice chat can now be set to push-to-talk from the Audio tab in Settings, and it sticks between sessions.
๐๏ธ Microphone volume + sensitivity: The Audio tab now has a mic volume slider + sensitivity control with a live level meter, so you can see yourself hitting the threshold before you talk.
๐ต Music on the login screen: The login screen now plays background music instead of sitting silent.
๐ข Numbers on settings sliders: Every slider in Settings now shows its current value, so you can tell what you actually set.
๐ฅ๏ธ Auto-Detect for video settings: A new row under Rendering picks graphics settings to match your machine in one click.
๐ง Changed
๐ฎ Video options grey out when your hardware can't run them: Frame generation + DLSS Neural Rendering rows are no longer offered on cards that cannot use them instead of failing silently.
๐ฃ Throwables stick to moving objects: A sticky grenade attached to a moving platform or door now rides along with it instead of hanging in the air where it landed.
๐๏ธ Dune + Slums look and run better: New detailed models for the vans, rocks, pipes + bridges on Dune, plus a lighting rebake on Dune + Slums.
๐ UI, announcer + kill-streak sound sits above the match mix: Menu + HUD audio now has its own priority, so it doesn't get drowned out or ducked by the fight around you.
๐ Fixed
๐ซ Weapons are no longer flat + washed out: Guns were rendering without their normal, metal + emission maps in built versions of the game, making them look like untextured plastic.
๐ Frame rate no longer halves at the Match Results screen: The end-of-match transition used to hitch hard as the results screen loaded.
โฑ๏ธ The warm-up countdown matches for everybody: It now counts down from five, once, on every player's screen instead of each client showing a different number.
๐ช Reloading survives climbing a ladder: Starting a reload + then mounting a ladder used to silently throw the reload away, so you reached the top with an empty gun.
๐ Announcer, pickup + self-feedback sounds no longer echo: Kill streak calls + your own pickup sounds picked up the map's reverb when you were in a corridor.
๐ซ You can hear other players draw their weapons: The weapon draw sound was only audible to the player drawing it, and now carries a sensible distance rather than across the whole map.
๐ฃ Footsteps + bullet impacts use the right surface: Footsteps were inaudible on Slums' stairs + metal walkways, surfaces were unauthored across every shipping map, and bullets played concrete impacts on geometry that should have sounded like something else.
๐ค Bots no longer mime throwing grenades: A bot would play the full throw animation with nothing leaving its hand, most obviously when spectating one in first person.
โจ Dropped items sparkle again: A dropped weapon or utility stopped blinking to mark itself, so it was easy to walk past.
๐ The reload prompt disappears when you die: It used to stay on screen while you watched your own corpse.
๐ Right-clicking during a weapon's cooldown no longer breaks the run animation: Right-click while running + while the weapon was cooling down used to snap you into the wrong animation, on any weapon.
๐ก๏ธ Holding right-click through a Rift Blade lunge no longer locks you to a walk: You stayed walking until you let go of right-click, and the sprint desynced with the server.
๐๏ธ You no longer get stuck at a Dune spawn point: Missing collision at one spawn could trap you on respawn.
๐ช First-person climbing hands show when you spectate someone mid-climb: The arms were missing if you switched to a player already on a ladder.
โ๏ธ Charged shots on the Photon Rifle are judged fairly: A release right at the minimum charge could disagree between you + the server, and a shot the server discarded still advanced its recoil + spread, so your later shots drifted for a shot you never fired.
๐ฏ The damage direction indicator is more accurate: It no longer invents a direction when you hurt yourself, and points more usefully at where the damage came from.
Every week the game gets better.
Still early.
Still shipping weekly.
๐ฎ Jump into v0.37.0
1000 $CHAIN to whoever can beat this score. ๐ฐ ๐
Rules:
โ
Must play on challenge or challenger mode so it's recorded (no practice mode).
๐ฏ Post a screenshot of your winning score.
๐ First person to get a better score wins.
Chain Games ๐ฎ retweeted
Replying to @FinallyX
Give this a go and see if it satiates your appetite
21wild.testnet.chaingames.io
It's free right now until it goes on-chain. Addicting game!
Quality presets, ambient occlusion, sharper visuals, optimized maps, improved frame generation, and another major round of combat and networking fixes arrive this week.
๐จ Chain Reaction v0.36.0 is LIVE ๐จ
Big graphics, performance, latency, networking + combat update.
โจ Added
๐ Ambient occlusion: Surfaces now darken naturally where objects meet the ground and geometry gets tight, so props sit in the world instead of floating on it. New on/off switch in Video settings.
๐๏ธ Quality presets: One dropdown now sets everything: Ultra Low, Low, Medium, High + Ultra High. It sets texture quality, anti-aliasing, anisotropic filtering, shadow quality + ambient occlusion together, and you can still tweak each afterwards.
๐ฅ๏ธ New graphics settings: Anti-aliasing, anisotropic filtering + shadow quality now have dedicated Video settings. Shadow quality replaces the separate shadow distance + cascade sliders, since those only made sense together.
โก NVIDIA Reflex low latency: New NVIDIA setting cuts the delay between your mouse moving + the screen responding. Works independently and does NOT require frame generation.
๐ Pickup sounds: Picking up a gun or ammo now plays a sound.
๐ง Changed
๐ Weapon + character previews are much sharper: Armory, loadout, main menu + end-of-match previews were being enlarged from a smaller image without smoothing. They now render above their displayed size + are anti-aliased for clean edges.
๐ฏ Scoped weapons no longer cost FPS while hip-firing: Scope views were rendering every frame even when you weren't looking through them. They now render only while actually scoped.
๐ก Lighting rebaked across the maps: Sun shadows are now baked instead of drawn fully in realtime. Moon Base's shadow settings were also retuned + relit. Lighting looks the same or better while costing less.
๐๏ธ Dune runs better: Larger props now have proper detail levels, dropping to cheaper versions at distance instead of rendering at full detail across the entire map.
๐ช Fewer hitches when tokens drop: More token canisters are prepared up front, so big multi-kills don't have to create them mid-fight.
๐ Fixed
โณ No more getting stuck on the loading screen forever: If the server gave up waiting for you to load, you were left staring at the loading screen with no message. You now get a popup + return to the menu.
๐ฃ Grenade + utility icons stay on the HUD: Icons could disappear after respawning or picking an item up even though it was still there + usable.
๐ช Joining a match in progress now shows the right glass: Panes already shot out looked intact to late joiners + stayed that way for the rest of the match.
๐ฅ Glass behind the player you shoot now shatters for you too: Everyone else saw it break. The shooter didn't.
๐ Shooting a body no longer counts as damage: Hits on players who were already dead were still being applied.
๐ฐ Players who disconnect mid-match are paid out: Leaving the match previously removed you from the payout entirely. Players who leave before the match starts are still paid nothing.
๐ช Token payouts no longer fail silently: A payout could fail without reporting anything, or stop part way down the list + leave the rest of the lobby unpaid.
๐งน Dropped coins are cleared between rounds: Coins left on the ground previously survived the round reset + piled up.
โจ Recycled token coins no longer look like they're about to vanish: A coin could spawn already blinking as if its despawn timer were nearly up.
โ๏ธ Photon Rifle can no longer be charged indefinitely: Firing a burst + immediately entering secondary fire previously let you hold a charge forever without overheating.
๐ A charged shot survives a burst of packet loss: A bad moment on your connection could quietly drain the charge you were holding.
๐ช Climbing a ladder no longer cancels a charge: Grabbing a ladder mid-charge was a free way out of the overheat penalty. The game now refuses the climb instead.
๐ Swapping weapons no longer eats your first shot: The firing-rate timer was tracked per player instead of per weapon slot. A newly drawn gun could refuse or delay its first round, while ammo could end up back on the weapon you swapped away from. Holding the trigger through a swap was the worst case.
๐ซ Your first shot after respawning fires: Leftover shot state from your previous life could swallow it.
โก Automatic weapons no longer sneak an extra shot after a frame-rate hitch: A stutter could let autofire fire again inside the weapon's own cooldown.
๐ฏ Recoil + spread now match what the server does: After a shot rejected for firing too early, your recoil + bloom could drift out of sync with where your bullets were actually going.
๐ผ๏ธ Frame generation works + stops thrashing: On NVIDIA cards it could fail to engage, retry dozens of times per second when the hardware refused it + flicker the window between fullscreen and windowed.
๐ค DLSS Neural Rendering is greyed out on unsupported cards: The option was previously shown as available on hardware where it would never work.
Every week the game gets better.
Still early.
Still shipping weekly.
๐ฎ Jump into v0.36.0:
Grab this build from chainreaction.win
Available for Windows, macOS and Linux.
Chain Games ๐ฎ retweeted
THIS IS THE WAY TO DO THIS.
I am going to need to check this out.
Replying to @BitBenderBrink
This is exactly it.
Web3 gaming spent years trying to build token economies and then asking, โHow do we turn this into a game?โ
It needs to be the opposite.
With Chain Reaction, our approach has always been: if you stripped every blockchain component out tomorrow, would people still want to play the game?
If the answer is no, nothing else matters.
Thatโs why the overwhelming majority of our development effort is going into gunplay, server-authoritative combat, lag compensation, movement, maps, weapons, animations, audio, performance, anti-cheat, and all the boring little details that actually make an FPS feel good.
The blockchain sits underneath that.
A player should be able to jump into Chain Reaction and have fun without knowing what chain theyโre on, understanding wallets, buying a token, or caring how any of it works.
For the players who DO care, the underlying infrastructure can enable ownership, rewards, tournaments, progression, trading, and our Kill-to-Earn mechanics. But those are enhancements to the game, not a substitute for one.
Web2 players shouldnโt have to become Web3 users before theyโre allowed to have fun.
Build a game people actually want to play first.
Then use blockchain to make that experience better.
DLSS 4.5, DLSS 5 Neural Rendering, environmental hazards, improved audio, networking fixes, and extensive gameplay polish arrive in one of our biggest updates yet.
๐จ Chain Reaction v0.35.0 is LIVE ๐จ
๐ฅ DLSS 5 is HERE ๐ฅ
This is a BIG one. Graphics, performance, combat, networking, audio, maps, anti-cheat and more. ๐ฅ
โจ ADDED:
๐ DLSS 4.5 upscaling + Frame Generation
๐ฎ Upscaling options: Automatic, DLSS 4, FSR 4, FSR 3.1, XeSS 3, SGSR 2, SGSR 1 & MetalFX
๐๏ธ Quality levels including Off + sharpening control
โ๏ธ Frame Generation toggle + multiplier
โ
Upscaling defaults to Quality
๐ฏ Frame Generation defaults OFF to avoid added input latency
๐ง DLSS 5 Neural Rendering on supported GPUs
๐จ Style + intensity controls
โ Off by default
๐ฉถ Settings remain visible but greyed out on unsupported hardware
๐ Ambient Occlusion added
๐งฑ Better shading in corners, crevices & where objects meet surfaces
โ
On by default with an option to disable for more FPS
๐ฅ Fires on Slums, Moon Base & Dune now DAMAGE players
โ ๏ธ Fire deaths count as environmental deaths, not player kills
๐ Matches now end immediately when you're the last real player remaining
๐ Current standings become final
๐ค Bot-only matches are unaffected
๐ง CHANGED:
๐ Moon Base updated based on our Sept. 3 playtest
๐บ๏ธ Layout changes
๐ช Ladder adjustments
๐ก Re-baked lighting
๐ซ Weapon spawns repositioned
โค๏ธ Health-kit spawns repositioned
๐ฅ๏ธ Video Settings reorganized into Upscaling, Frame Generation & DLSS 5
๐ฉถ Unsupported features now appear greyed out instead of disappearing
โ Exclusive Fullscreen removed
๐ช Fullscreen Window is now default
๐ณ Maximized Window + Windowed remain available
๐ฏ Antialiasing defaults to None since upscaling handles it
๐ DirectX 12 is now default
๐ง Required for DLSS 5
๐ DirectX 11 remains available as fallback
๐ Major audio rebalance
๐ต Music sits lower under gameplay
๐ฎ Gameplay sits under voice chat
๐ซ Gunfire carries farther
๐ฃ Footsteps are easier to hear
๐ฅ Landing thuds are easier to hear
๐ฑ๏ธ UI audio no longer drowns out voice
๐ต New profiles start Music at max
๐ New profiles start Effects at max
๐พ Existing audio settings are preserved
๐ฃ Over-cook a Frag or Honey Grenade and it EXPLODES in your hand
โ ๏ธ Counts as suicide
๐ซ No more automatic throw when the fuse expires
๐ Die while cooking a grenade and it drops at your body
โฑ๏ธ Fuse keeps running
๐ฅ It explodes when the fuse ends
๐ซ No more launching it toward whoever killed you
โก Photon Rifle charged shots now require commitment
๐ No weapon swapping while charging
๐ซ No primary fire
๐ฆ No dropping
๐ No reloading
๐ช Melee was already blocked
โก Release the charge or hold through it
๐ Rockets now launch from the launcher at your shoulder
๐๏ธ No more eye-level center-screen origin
๐ Everyone now sees the same trajectory
๐ FIXED:
๐ฅ Killcam stutter fixed
๐ Death camera follows bodies smoothly
๐งฑ Camera obstruction pull-in no longer jitters or clips through walls
๐๏ธ Fixed staying in first-person on your corpse after death
๐ฅ Death view now switches correctly
๐งฑ Walls no longer push the death camera onto your body
๐ซ๏ธ Fixed Slums & Dune fog disappearing after opening Video Settings or reaching Match Results
โจ Dropped weapons now correctly flicker/pulse
โฑ๏ธ Pulse starts after the weapon comes to rest instead of while flying
๐ฏ Fixed Honey Grenades freezing in mid-air
๐ฌ๏ธ Fixed detached grenades drifting
๐จ Fixed splat visuals redrawing
๐ Fixed explosion SFX playing away from the blast
๐ช Fixed Rift Blade lunges killing without impact feedback
๐ Impact SFX restored
๐ฉธ Blood VFX restored
๐ช Fixed other players' arms freezing when switching to Rift Blade or empty hands
๐ฆ Fixed swallowed jump inputs
๐ช Fixed swallowed ladder-climb inputs
๐ก Each input now reaches the server exactly once
๐ No more jumping then immediately getting pulled back down
๐ Fixed rubber-banding when firing during sprint
๐ซ Client/server sprint state now stays synchronized
โฑ๏ธ Fixed lobby countdown failing to reset when someone leaves in the final 10 seconds
โ
Players can ready again
๐ซ Match no longer starts anyway
๐ค Draws now show as DRAW instead of Defeat
โ๏ธ TDM draws show both teams' kill totals
๐ค Results now identify players by identity instead of name
๐ Duplicate player names no longer cause both players to see Victory
โณ Fixed matches ending while players were still loading
๐ฐ No false loss for a match you never paid to enter
โซ Fixed pulsing black overlay behind Match Results
๐ Fixed players getting kicked while joining when lobby data contains an unresolved entry
๐ Fixed death-cam bodies being reused when multiple players die simultaneously
โก Fixed Photon Rifle charge remaining armed after releasing without firing
๐ฅ Normal follow-up shots no longer become explosive charged shots
๐ก๏ธ CHEAT HARDENING:
๐ซ Modified clients can no longer fire during weapon draw animations
โก Modified clients can no longer hide Photon Rifle charge glow from opponents
๐ฃ Modified clients can no longer clear grenade-cook state
๐ซ No exploiting grenade cooking to shoot mid-throw
๐ซ No exploiting it to reload mid-throw
๐ซ No exploiting it to sprint mid-throw
โ
Graphics got better.
โ
Performance got better.
โ
Combat got deeper.
โ
Networking got tighter.
โ
Competitive integrity got stronger.
Every week the game gets better.
Still early. Still shipping weekly.
๐ฎ Jump into v0.35.0 and see how far Chain Reaction has come. ๐ฅ
Play now at chainreaction.win
Downloads available for Windows, macOS and Linux
Chain Reaction is getting a MASSIVE upgrade. ๐
We will soon be supporting DLSS 4/4.5 and DLSS 5 in an upcoming release. ๐ฅ
In order to take full advantage of this technology, you will need to be running an Nvidia RTX 5x for DLSS 5 or > than a RTX 2x for DLSS 4/4.5.
Future support for AMD's FSR and Intel's XeSS are also in the works. ๐ช
Get ready to be blown away ๐คฏ
#gamjng #dlss5 #indiedev @ChainReactionCG
New melee feedback, audio ducking, improved anti-cheat protections, upgraded visuals, and another major round of combat fixes arrive this week.
๐จ Chain Reaction v0.34.0 is LIVE ๐จ
Another major update focused on combat feedback, server authority, audio, performance, weapons, and multiplayer polish. ๐ฏ
โจ Added:
๐ก๏ธ Melee weapons now have their own hit sounds: Landing a melee hit plays a proper impact sound, with a distinct cue when a hit to the head is the one that kills, so you can tell a finish from a glancing blow.
๐ Audio ducking settings: New audio options let you turn ducking on or off and choose how strongly it applies. Gameplay audio dips under voice chat so callouts stay audible, and your own loud weapon fire no longer buries everything happening around you.
๐ง Changed:
๐ Moon Base has been relit and cleaned up: The map has had a full lighting overhaul, reworked lamp and water materials, updated post-processing, and adjusted player spawns.
๐ก๏ธ Cheating with a modified game is much harder: Fall damage, the aim-down-sights movement slowdown, respawn waits, rocket launcher fire rate, weapon skins, footsteps, and a range of visual effects are now decided or checked by the server instead of being trusted from your client.
๐ Disconnected players read correctly on the scoreboard: A disconnected player's row now dims in every game mode and keeps their team colour instead of losing it.
โก Weapons and pickups are cheaper to spawn and put away: Reused items no longer leave animations, effects, and sounds quietly running in the background.
๐ Fixed:
๐ Shotgun reloads no longer play a phantom extra shell: Both the Pump Action and Kinetic Shotgun played one more shell-insert motion than shells actually loaded, and the reload kept going for a whole extra cycle after the ammo counter was already full.
๐ก๏ธ Rift Blade lunge no longer becomes unusable: Lunge could stop working entirely even with the cooldown showing ready, and only came back after a respawn.
๐จ Rift Blade dash effect no longer lingers after death: Killing a player mid-lunge left their dash trail hanging in the air, visible to other players and in spectator view.
๐ฅ Lunging no longer snaps your view: Every melee lunge could jerk the camera because the swing started at a different moment for you than it did on the server.
๐งฑ Lunging along a wall no longer catches on corners: A lunge that scraped a wall didn't feed the anti-stick push that normally slides you off it.
๐ Rockets fly straight: The rocket launcher's projectile swayed and oscillated instead of travelling straight, and sometimes launched higher than where it was aimed.
๐ฏ Guns no longer slide oddly when you aim: This usually happened when you quick-pressed aim-down-sights while running at the same time.
๐ช Thrown hatchets no longer vanish the moment you throw them: After roughly nine throws in solo or host play, a thrown hatchet would despawn instantly instead of flying.
๐ซ Ballistic Repeater's magazine bullet has its texture back: The bullet visible in the magazine during the reload animation rendered solid black.
โ๏ธ Photon Rifle no longer overheats early after you die mid-charge: Dying while charging left the charge and overheat state on the weapon, so your next life started part-way towards an overheat.
๐ฃ Grenades and hatchets thrown by players who then leave now work properly: A grenade thrown by someone who disconnected right after would detonate but deal no damage, and its kills were credited to nobody while telling the victim they had eliminated themselves. A thrown hatchet in the same situation could fail outright or credit the wrong player.
๐ Your weapon drops properly when you die while hosting: The item you were holding was swept away instead of being dropped for others to pick up.
Every week the game gets better.
โ
Still early.
โ
Still shipping weekly.
๐ฎ Jump in, play v0.34.0, and let us know what you think
#indiedev #gamedev #gaming @ChainReactionCG