Citizen Ache | First Individual Motion Prototype

Citizen Ache | First Individual Motion Prototype

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Ordnas


Extra strong work, by the seems to be of issues!

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

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

The boss seems to be fairly cool to this point! ^_^

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

You can’t kill it, you need to keep away from its assault. I am fascinated by it if it may be killed, but when so it is going to be optionally available (since it could defeat the aim of getting an atmosphere hazard).

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

I take pleasure in as traditional your feedbacks, at all times appreciated!   Smiley


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Video games:

Thaumaturge


I take pleasure in as traditional your feedbacks, at all times appreciated!   Smiley

It’s extremely 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 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 International 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 recommended that with trendy, high-resolution displays, antialiasing won’t be required. In spite of everything, when a pixel is smaller than the attention is more likely to understand, what issues it if there is no 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 to be like good work: optimisation will 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 tips on how to proceed with them! ^_^


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Ordnas


I take pleasure in as traditional your feedbacks, at all times appreciated!   Smiley

It’s extremely 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 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 International 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 recommended that with trendy, high-resolution displays, antialiasing won’t be required. In spite of everything, when a pixel is smaller than the attention is more likely to understand, what issues it if there is no 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 to be like good work: optimisation will 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 tips on how to proceed with them! ^_^

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


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Thaumaturge


I believe it is a little more complicated than that (simply attempt taking part in a latest sport at 4K with out antialiasing, you’ll nonetheless see uncooked pixels on the display).
Antialiasing it’s nonetheless obligatory, for instance it reduces shimmerings attributable to transferring pixels, solves issues on transparencies, and in case you use DLSS it additionally improves the visible end result 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 Degree Template to have the ability to verify the efficiency of the sport with shadows turned on.
I have to say that graphically it seems to be significantly better! Though I personally wish to prototype with as few graphical results as doable in order that I can give attention to gameplay (and never be distracted by the beautiful graphics).

It truly is wonderful 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 could be 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 precipitated 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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