Citizen Ache | First Particular person Motion Prototype

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Ordnas


Extra strong work, by the appears of issues!

I do like that these numerous hazards–the monster and the boulder–affect enemies. Not solely does it really feel “honest”, however it permits the participant a little bit of an “straightforward victory”–and, after all, helps to promote the hazard of these hazards!

The levers are an excellent addition, I believe. (I see that wooden-mallet know-how has come a good distance! ;P)

The boss appears fairly cool to date! ^_^

And as to optimisation… aah, the enjoyable! “Take pleasure in” it! ;P

You can’t kill it, you need to keep away from its assault. I am eager about it if it may be killed, but when so it will likely be non-obligatory (since it could defeat the aim of getting an atmosphere hazard).

This makes good sense, I really feel. ^_^

I take pleasure in as common your feedbacks, all the time appreciated!   Smiley


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Thaumaturge


I take pleasure in as common your feedbacks, all the time appreciated!   Smiley

It is very a lot my pleasure! ^_^

Optimization of the sport will proceed for this week as properly. I’m testing the asynchronous spawn of actors, now I don’t have the stutter attributable to enemy spawn anymore. I nonetheless want to repair some minor bugs within the allocation/deallocation of actors.

Ah, wonderful, and really cool!

By profiling I discovered about ten issues slowing me down to achieve 60fps, together with World Illumination (when there are greater than 10 characters on display Lumen begins to get a bit heavy on my machine), Temporal Tremendous Decision (I’ll have to modify to TAA), and some Enemy Ticks to optimize.

I’ll say, I’ve seen it prompt that with trendy, high-resolution displays, antialiasing won’t be required. In spite of everything, when a pixel is smaller than the attention is prone to understand, what issues it if there is not any shading between one pixel and the following?

In fact, not everybody has a contemporary, high-resolution monitor–I do know that I am typing this on a display working at 1360×768… ^^;

That stated, this appears like good work: optimisation could be arduous, I worry, however I am glad that you have discovered these points, on condition that they have been current, and have some concepts as to learn how to proceed with them! ^_^


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Ordnas


I take pleasure in as common your feedbacks, all the time appreciated!   Smiley

It is very a lot my pleasure! ^_^

Optimization of the sport will proceed for this week as properly. I’m testing the asynchronous spawn of actors, now I don’t have the stutter attributable to enemy spawn anymore. I nonetheless want to repair some minor bugs within the allocation/deallocation of actors.

Ah, wonderful, and really cool!

By profiling I discovered about ten issues slowing me down to achieve 60fps, together with World Illumination (when there are greater than 10 characters on display Lumen begins to get a bit heavy on my machine), Temporal Tremendous Decision (I’ll have to modify to TAA), and some Enemy Ticks to optimize.

I’ll say, I’ve seen it prompt that with trendy, high-resolution displays, antialiasing won’t be required. In spite of everything, when a pixel is smaller than the attention is prone to understand, what issues it if there is not any shading between one pixel and the following?

In fact, not everybody has a contemporary, high-resolution monitor–I do know that I am typing this on a display working at 1360×768… ^^;

That stated, this appears like good work: optimisation could be arduous, I worry, however I am glad that you have discovered these points, on condition that they have been current, and have some concepts as to learn how to proceed with them! ^_^

I believe it is a little more complicated than that (simply attempt enjoying a latest recreation at 4K with out antialiasing, you’ll nonetheless see uncooked pixels on the display).
Antialiasing it’s nonetheless needed, for instance it reduces shimmerings attributable to transferring pixels, solves issues on transparencies, and when you use DLSS it additionally improves the visible end result with out impacting efficiency (and certainly bettering it!).


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