I get pleasure from as regular your feedbacks, all the time appreciated!
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, glorious, 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 screen 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 recommended that with fashionable, high-resolution screens, antialiasing won’t be required. In any case, 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 screen operating at 1360×768… ^^;
That stated, this appears like good work: optimisation could be arduous, I worry, however I am glad that you’ve got discovered these points, provided that they have been current, and have some concepts as to easy methods to proceed with them! ^_^