I take pleasure in as traditional your feedbacks, all the time appreciated!
It’s extremely 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, glorious, and really cool!
By profiling I discovered about ten issues slowing me down to achieve 60fps, together with International Illumination (when there are greater than 10 characters on display screen Lumen begins to get a bit heavy on my machine), Temporal Tremendous Decision (I’ll have to change to TAA), and some Enemy Ticks to optimize.
I’ll say, I’ve seen it urged that with fashionable, 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 subsequent?
After all, not everybody has a contemporary, high-resolution monitor–I do know that I am typing this on a display screen working at 1360×768… ^^;
That mentioned, this seems to be like good work: optimisation will be exhausting, I concern, however I am glad that you’ve got discovered these points, provided that they had been current, and have some concepts as to the right way to proceed with them! ^_^