Citizen Ache | First Particular person Motion Prototype

Citizen Ache | First Particular person Motion Prototype

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Ordnas


Extra strong work, by the appears to be like of issues!

I do like that these varied hazards–the monster and the boulder–affect enemies. Not solely does it really feel “honest”, however it permits the participant a little bit of an “simple victory”–and, after all, helps to promote the hazard of these hazards!

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

The boss appears to be like fairly cool up to now! ^_^

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

You can not kill it, you must keep away from its assault. I am interested by 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 setting hazard).

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

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


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Video games:

Thaumaturge


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

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 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 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 modify to TAA), and some Enemy Ticks to optimize.

I’ll say, I’ve seen it advised that with fashionable, high-resolution displays, 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?

After all, not everybody has a contemporary, high-resolution monitor–I do know that I am typing this on a display operating at 1360×768… ^^;

That mentioned, this appears to be like like good work: optimisation might 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! ^_^


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Ordnas


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

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 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 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 modify to TAA), and some Enemy Ticks to optimize.

I’ll say, I’ve seen it advised that with fashionable, high-resolution displays, 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?

After all, not everybody has a contemporary, high-resolution monitor–I do know that I am typing this on a display operating at 1360×768… ^^;

That mentioned, this appears to be like like good work: optimisation might 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! ^_^

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 obligatory, for instance it reduces shimmerings brought on by shifting pixels, solves issues on transparencies, and in case you use DLSS it additionally improves the visible outcome 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 obligatory, for instance it reduces shimmerings brought on by shifting pixels, solves issues on transparencies, and in case you use DLSS it additionally improves the visible outcome 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 verify the efficiency of the sport with shadows turned on.
I have to say that graphically it appears to be like significantly better! Though I personally prefer to prototype with as few graphical results as potential in order that I can deal with gameplay (and never be distracted by the gorgeous 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 generally is a little “flat”.

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

Improved efficiency of destructibles, lowering the variety of fractured items (from about 100 items per object to about 10-20 items) and steady collision after fracture that triggered intensive CPU utilization indefinitely (solved by forcing fractured items to sleep in order 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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