Citizen Ache | First Individual Motion Prototype

Citizen Ache | First Individual Motion Prototype

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Ordnas


Extra stable work, by the seems of issues!

I do like that these varied hazards–the monster and the boulder–affect enemies. Not solely does it really feel “truthful”, but it surely permits the participant a little bit of an “straightforward victory”–and, in fact, helps to promote the hazard of these hazards!

The levers are an excellent addition, I feel. (I see that wooden-mallet expertise has come a great distance! ;P)

The boss seems fairly cool to date! ^_^

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

You can’t kill it, you must keep away from its assault. I am serious about it if it may be killed, but when so it is going to be non-obligatory (since it might defeat the aim of getting an atmosphere hazard).

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

I get pleasure from as common your feedbacks, at all times appreciated!   Smiley


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Video games:

Thaumaturge


I get pleasure from as common your feedbacks, at all times appreciated!   Smiley

It is very a lot my pleasure! ^_^

Optimization of the sport will proceed for this week as nicely. I’m testing the asynchronous spawn of actors, now I don’t have the stutter brought on by 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 succeed in 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 change to TAA), and some Enemy Ticks to optimize.

I’ll say, I’ve seen it advised that with fashionable, high-resolution screens, antialiasing won’t be required. In any case, when a pixel is smaller than the attention is more likely to understand, what issues it if there isn’t 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 operating at 1360×768… ^^;

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


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Ordnas


I get pleasure from as common your feedbacks, at all times appreciated!   Smiley

It is very a lot my pleasure! ^_^

Optimization of the sport will proceed for this week as nicely. I’m testing the asynchronous spawn of actors, now I don’t have the stutter brought on by 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 succeed in 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 change to TAA), and some Enemy Ticks to optimize.

I’ll say, I’ve seen it advised that with fashionable, high-resolution screens, antialiasing won’t be required. In any case, when a pixel is smaller than the attention is more likely to understand, what issues it if there isn’t 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 operating at 1360×768… ^^;

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

I feel it is a little more advanced than that (simply attempt taking part in a current sport at 4K with out antialiasing, you’ll nonetheless see uncooked pixels on the display).
Antialiasing it’s nonetheless essential, for instance it reduces shimmerings brought on by transferring pixels, solves issues on transparencies, and if you happen to use DLSS it additionally improves the visible consequence with out impacting efficiency (and certainly bettering it!).


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Video games:

Thaumaturge


I feel it is a little more advanced than that (simply attempt taking part in a current sport at 4K with out antialiasing, you’ll nonetheless see uncooked pixels on the display).
Antialiasing it’s nonetheless essential, for instance it reduces shimmerings brought on by transferring pixels, solves issues on transparencies, and if you happen to use DLSS it additionally improves the visible consequence with out impacting efficiency (and certainly bettering it!).

Okay, that is a good argument! I withdraw my remark, then!

I made a decision to maneuver the Greybox to the Unreal default Stage Template to have the ability to test the efficiency of the sport with shadows turned on.
I need to say that graphically it seems significantly better! Though I personally prefer to prototype with as few graphical results as doable in order that I can deal with gameplay (and never be distracted by the beautiful graphics).

It truly is superb what a distinction shadows could make! (Even easy ones, in some instances.)

I daresay that they are such a ubiquitous a part of the world round us, and so tied to object location, that they inform our notion of a scene, and thus a scene with out them is usually a little “flat”.

However I do hear you about wanting to begin prototyping with solely few results!

Improved efficiency of destructibles, reducing the variety of fractured items (from about 100 items per object to about 10-20 items) and steady collision after fracture that induced intensive CPU utilization indefinitely (solved by forcing fractured items to sleep so that they don’t use the CPU after some time).

Wow, that’s fairly a change within the variety of components! I am guessing that doing so had fairly a salient impact!


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