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		<title>Perpetuum DEV Blog</title>
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		<description>Perpetuum Developer Blog</description>
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		<ttl>60</ttl>

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			<guid isPermaLink="false">perpetuumdevblog-72</guid>
			<link>http://blog.perpetuum-online.com/posts/2014-06-14-movin-movin-cruisin-cruisin/</link>
			<title>Movin' movin' cruisin' cruisin'</title>
			<description><![CDATA[<p>
As we mentioned in the previous post, ever since the Steam launch we've been busy working on getting new hosting. Over the last week we've finally received all the paperwork and hardware accesses to start the process:
</p>

<p>
On <b>June 16th (Monday)</b>, starting at <b>10:00</b> we'll start the <b>migration from our old servers</b> in Budapest to a large datacenter in Amsterdam operated by <a href='http://www.internap.com/solutions/industry/online-gaming/' target='_blank' class='external'>Internap</a>.
</p>

<p>
Internap certainly has a track record in <a href='http://www.internap.com/solutions/industry/online-gaming/' target='_blank' class='external'>gaming hosting</a>, so this will hopefully lower the on-terrain latency - Amsterdam is one of the major hubs of Transatlantic networking, so players from Europe and America should notice a much more stable connection. Internap also cooked up <a href='http://www.internap.com/2014/04/24/secret-sauce-just-got-better-optimize-internet-route-performance-miro/' target='_blank' class='external'>various solutions</a> to continually adapt networks, so in short we're having high hopes for this.
</p>

<p>
Now, a few words about the migration itself: During the period of moving, which we estimate to be <b>around 3-4 hours</b> (but you know how it is), <b>all</b> services will be down - game, web, email, IRC, everything. Some of this delay is inevitable (DNS propagation) and services will come back asynchronously: we'll try to get the game back up as fast as we can - most services are already running and working fine, we just need to synchronize some files and databases.
</p>

<p>
It's probably your best bet to follow us on <a href='http://twitter.com/perpetuumonline' target='_blank' class='external'>Twitter</a> or <a href='http://www.facebook.com/perpetuum.online' target='_blank' class='external'>Facebook</a> to follow our migration progress.
</p>

<p>
Wish us luck.
</p>
]]></description>
			<pubDate>Sat, 14 Jun 2014 11:10:38 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-53</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-06-01-gamma-gamma-hey/</link>
			<title>Gamma Gamma Hey!</title>
			<description><![CDATA[<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_gamma_frontier.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/600/devblog_gamma_frontier.png" alt="Gamma Frontier" title="Gamma Frontier"/></a></div>


<p>
Finally the day has come, when we unleash what we essentially consider as almost a rewrite of the game (considering there's barely anything left untouched in it), and open <b>the Gamma Frontier</b>. This has been a frankly unreasonable amount of work, but having seen some of the things already built on the test servers, I feel it was already <i>well</i> worth it.
</p>

<p>
A big big BIG thank you and massive respect goes to anyone who gave the test server a shot and systematically uncovered our occasional mishaps through numbers and lines of code; we hope the final product lives up to your expectations. (And if you didn't join the test server, now you know who to blame.)
</p>

<p>
The massive list of changes and upgrades are available <a href='http://www.perpetuum-online.com/Changelog:2012-06-01' target='_blank' class='external'>here</a>, the help pages are available <a href='http://www.perpetuum-online.com/Lexicon#XV._The_Modular_Private_Colony_System_-_MPC' target='_blank' class='external'>here</a>, and a fairly accurate representation of the dev-team can be found <a href='http://imgur.com/gallery/s9rMw' target='_blank' class='external'>here</a>.
</p>

<p>
And now, it's your turn: Last one on Gamma is a rotten Arkhe!
</p>
]]></description>
			<pubDate>Fri, 01 Jun 2012 17:52:37 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-48</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-03-23-slope-displays-revisited/</link>
			<title>Slope displays revisited</title>
			<description><![CDATA[<p>
With the upcoming patch dealing with terraforming and player built settlements we also need to upgrade some of our current tools to better suit the challenges these new systems pose. The most basic such system involving the terrain is the one visualizing where players can go - the slope display.
</p>

<p>
As part of the work on the PBS patch we have upgraded the slope display so you'll not only be able to see where your robot can go, but also where robots of other classes can venture. More importantly the new slope display will also show areas which need to be flattened before a building can be raised at a certain area.
</p>

<p>
As these new tools won't be needed all the time we're making them optional. You'll be able to cycle between the different display modes using the slope toggle button.
</p>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/devblog_slopedisplay1.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/devblog_slopedisplay1.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/devblog_slopedisplay2.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/devblog_slopedisplay2.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/devblog_slopedisplay3.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/devblog_slopedisplay3.jpg" alt="" title=""/></a></div>


<p>
Also, most of the server side code work on the individual PBS nodes has now finished and we're in the process of building the terraform blueprint system while the artists work on the gfx for the nodes.
And before you ask, the next part of the PBS series blog should be out next week ;)
</p>
]]></description>
			<pubDate>Fri, 23 Mar 2012 10:28:39 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-42</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-12-21-terrain-sneak-peek/</link>
			<title>Terrain sneak peek</title>
			<description><![CDATA[<p>
Here's a bit of a pre-xmas sneak peek on the progress of the new terrain engine. We're still heavily working on it, but the difference is already very notable. What do you think? Let us know in the comments below!
</p>
<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_201112-01.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_201112-01.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_201112-02.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_201112-02.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_201112-03.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_201112-03.jpg" alt="" title=""/></a></div>



]]></description>
			<pubDate>Wed, 21 Dec 2011 12:53:26 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-38</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-11-23-hmm-upgrades/</link>
			<title>Hmm, upgrades.</title>
			<description><![CDATA[<p>
Here's a sneak peek of some of the upcoming shader 3 changes.
Keep in mind that this is still heavily <b>work in progress</b>, and the final version will include even more upgrades.
Shadows are deliberately turned off at the moment, these images show the level of changes upcoming to the terrain engine and the water renderer.
</p>

<p>
Before:
</p>
<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_20111123_Terrain_Before.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/400/blog_20111123_Terrain_Before.png" alt="Before" title="Before"/></a></div>


<p>
After:
</p>
<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_20111123_Terrain_After.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/400/blog_20111123_Terrain_After.png" alt="After" title="After"/></a></div>

]]></description>
			<pubDate>Wed, 23 Nov 2011 11:14:46 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-31</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-10-13-the-move-to-3-0-shaders/</link>
			<title>The move to 3.0 shaders</title>
			<description><![CDATA[<p>
As some of you might know Perpetuum currently is running completely on shader model 2.0 shaders. This decision has been made a long while ago, when we only started out on the game, for several reasons:
</p>
<ul>
<li>We wanted to target as many people as we can.</li>
<li>We wanted to keep the required PC specs as low as we can.</li>
<li>We didn't have much experience with DirectX and wanted to start working in a smaller sandbox first.</li>
<li>With some work we managed to put everything we wanted visually into shader model 2.0 in the end.</li>
</ul>


<p>
We've reached the limits of shader model 2.0 a while ago, and the game really looks better than we would have ever thought. However at this point there's no real option for real visual upgrades without either switching to a higher shader model or going through significant hacks that reduce client performance and mess up the codebase.
</p>

<p>
This post is advance warning that <b>we'll be changing the minimum requirement</b> for Perpetuum from shader model 2.0 <b>to shader model 3*</b>. As the vast majority of you have hardware that supports SM3, the change will only affect a handful of players.
</p>

<p>
Do note that changing shader models isn't a silver bullet that will make the game look better magically overnight. This change is necessary in order for us to move the 3D engine forward to more current visual techniques and will take effect when we roll out the first such change, <b>about a month from now</b> to give proper warning. Initially the changes will focus on client performance as opposed to visual upgrades, and we'll gradually move to making things look better when we feel the client is performing well enough.
</p>

<p>
<i>* For those who are not that tech-savvy, shader model 3 is supported by GPUs manufactured since around 2005, specifically the AMD/ATI X1000 series and above, and the nVidia GeForce 6 series and above. While the Intel GMA series GPUs do have SM3.0 to some extent, they are not officially supported.</i>
</p>


]]></description>
			<pubDate>Thu, 13 Oct 2011 06:59:13 +0200</pubDate>
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