The primary offender in my log seems to be this exception:
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_gameObject ()
at C_ScopeOptics.StartUpdateCoroutine () [0x00000] in <filename unknown>:0
at (wrapper delegate-invoke) System.Action:invoke_void__this__ ()
...
at (wrapper delegate-invoke) System.Action:invoke_void__this__ ()
at vp_FPWeaponShooter.Fire () [0x00000] in <filename unknown>:0
at vp_FPWeaponShooter.TryFire () [0x00000] in <filename unknown>:0
at vp_FPWeaponShooter.Update () [0x00000] in <filename unknown>:0
I assume that this is how the game gets choppy if playing for long enough - after the recent session the log file is almost 3MB.
Haven’t tested with today’s update yet - bought the game on 13th and played through over two days.
Overall performance on GeForce 970m is kind of weird - the game is incredibly choppy if ran at 1920x1080 resolution (even on lowest settings), but is almost perfectly fine if ran at 1280x720, one exception being heavy lag when firing the “continuous beam” type weapons (could use a “fewer shaders, please” kind of checkbox in settings?).
Regardless, the game is good fun. The length seems about right, general combat mechanics starting to feel slightly weary by the final few missions (which, due to picking a clockwise route, also happened to be the last few ones available).
Also I’ve been using sniper rifles (both “proper” and “open” scope variants) for the most of the game, but I’m still not sure what exactly the “steady aim” keybind does.