Citizen Ache | First Particular person Motion Prototype

Citizen Ache | First Particular person Motion Prototype

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Ordnas


Extra stable 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 “honest”, 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 a superb addition, I believe. (I see that wooden-mallet know-how has come a good distance! ;P)

The boss seems to be fairly cool up to now! ^_^

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 fascinated about it if it may be killed, but when so it will likely be elective (since it will defeat the aim of getting an atmosphere hazard).

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

I get pleasure from as regular your feedbacks, all the time appreciated!   Smiley


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Thaumaturge


I get pleasure from as regular your feedbacks, all the time appreciated!   Smiley

It’s totally a lot my pleasure! ^_^

Optimization of the sport will proceed for this week as effectively. 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 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 advised that with trendy, high-resolution screens, antialiasing may not 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 subsequent?

In fact, not everybody has a contemporary, high-resolution monitor–I do know that I am typing this on a display screen working at 1360×768… ^^;

That mentioned, this seems to be like good work: optimisation will be exhausting, 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 find out how to proceed with them! ^_^


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Ordnas


I get pleasure from as regular your feedbacks, all the time appreciated!   Smiley

It’s totally a lot my pleasure! ^_^

Optimization of the sport will proceed for this week as effectively. 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 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 advised that with trendy, high-resolution screens, antialiasing may not 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 subsequent?

In fact, not everybody has a contemporary, high-resolution monitor–I do know that I am typing this on a display screen working at 1360×768… ^^;

That mentioned, this seems to be like good work: optimisation will be exhausting, 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 find out how to proceed with them! ^_^

I believe it is a little more advanced than that (simply strive enjoying a latest recreation at 4K with out antialiasing, you’ll nonetheless see uncooked pixels on the display screen).
Antialiasing it’s nonetheless needed, for instance it reduces shimmerings attributable to shifting pixels, solves issues on transparencies, and when you use DLSS it additionally improves the visible outcome with out impacting efficiency (and certainly enhancing it!).


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Video games:

Thaumaturge


I believe it is a little more advanced than that (simply strive enjoying a latest recreation at 4K with out antialiasing, you’ll nonetheless see uncooked pixels on the display screen).
Antialiasing it’s nonetheless needed, for instance it reduces shimmerings attributable to shifting pixels, solves issues on transparencies, and when you use DLSS it additionally improves the visible outcome with out impacting efficiency (and certainly enhancing 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 test the efficiency of the sport with shadows turned on.
I have to say that graphically it seems to be significantly better! Though I personally prefer to prototype with as few graphical results as potential in order that I can give attention to 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 is usually a little “flat”.

However I do hear you about wanting to start out 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 so that they don’t use the CPU after some time).

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


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