Performance & Smoothness Update live now!
Hey spider gang,
A big performance, stability, and smoothness update is now live! ✨
The main update features:
🏃 The game now runs faster and more consistently on all hardware!
📸 The camera and web-aiming are far smoother!
⛓️ The physics (cables, chains, objects etc.) are rock-solid!
For those of you who want to read up on all the details, you can find the in-depth rundown below!
See you all soon! A Webbing Journey Team 🕷️💫
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Headline improvements
Performance across the board
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Significant framerate improvements in every level, with the biggest gains in the busiest scenes (Kitchen, Living Room) where lots of objects and creatures are active at once.
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More stable, more consistent framerate — fewer dips, less stutter, smoother overall play. Older and lower-end machines benefit the most, and higher-end rigs get extra headroom on top.
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Lower memory usage while playing.
Smoother camera & web-aiming
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The camera is now noticeably smoother, especially while swinging and in mid-air.
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Web-aiming is now perfectly centered and jitter-free — the aiming reticle sits precisely where you're pointing and stays rock-steady, making it much easier to place webs exactly where you want them.
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The camera, spider, and aiming are decoupled from the physics rate, so everything stays fluid even when the framerate fluctuates.
No more jitter
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Fixed airborne jitter on the spider and its legs — jumping and swinging look clean and smooth now.
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Movement and jump/swing feel is now consistent regardless of framerate.
Rock-solid physics
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Fixed a long-standing bug that caused cables and chains to become unstable and thrash around. Cables, hanging lamps, and chains are now calm and stable.
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Movable objects settle and come to rest properly instead of micro-jittering.
Smaller download
- The game is meaningfully smaller to download and install.
More technical details
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Framerate independence: Jumping, swinging, wind zones, the kids-room car-track boosters, balloons/rockets, and creature movement were all reworked so they behave identically no matter the framerate. Previously, some of these were subtly tied to performance.
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Camera rework: The camera and aiming now update on the render loop rather than the physics loop, with proper interpolation. This is what eliminates the swing/mid-air jitter and keeps the reticle centered and steady.
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Cable/chain fix: A scaling bug had been causing cable segments to constantly self-collide, making them unstable and expensive. Fixing it made cables stable and dramatically cheaper to simulate.
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Physics settling: Objects now correctly go to sleep when at rest, removing both the micro-jitter and a constant background performance cost.
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Broad optimization pass: Extensive rendering and draw-call optimization (shader consolidation, material batching, level-wide cleanup) plus reduced per-frame overhead on the spider and cooking systems. Much of this was originally driven by the mobile version, but the PC/Steam build gets all the same gains.
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