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