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Ordnas


Extra stable 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 “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 know-how has come a great distance! ;P)

The boss appears to be like fairly cool so far! ^_^

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

You can not kill it, you need to keep away from its assault. I am occupied with it if it may be killed, but when so it is going to be non-obligatory (since it could defeat the aim of getting an atmosphere hazard).

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

I take pleasure in as common your feedbacks, all the time appreciated!   Smiley


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Video games:

Thaumaturge


I take pleasure in as common your feedbacks, all the time 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 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 screen 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 displays, antialiasing may not 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 not 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 screen working at 1360×768… ^^;

That stated, this appears to be like like good work: optimisation might be exhausting, I worry, however I am glad that you have discovered these points, provided that they had been current, and have some concepts as to proceed with them! ^_^


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Ordnas


I take pleasure in as common your feedbacks, all the time 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 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 screen 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 displays, antialiasing may not 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 not 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 screen working at 1360×768… ^^;

That stated, this appears to be like like good work: optimisation might be exhausting, I worry, however I am glad that you have discovered these points, provided that they had been current, and have some concepts as to proceed with them! ^_^

I feel it is a little more complicated than that (simply strive enjoying a current recreation at 4K with out antialiasing, you’ll nonetheless see uncooked pixels on the display screen).
Antialiasing it’s nonetheless crucial, for instance it reduces shimmerings brought on by transferring pixels, solves issues on transparencies, and in the event 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 complicated than that (simply strive enjoying a current recreation at 4K with out antialiasing, you’ll nonetheless see uncooked pixels on the display screen).
Antialiasing it’s nonetheless crucial, for instance it reduces shimmerings brought on by transferring pixels, solves issues on transparencies, and in the event 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 test the efficiency of the sport with shadows turned on.
I have to say that graphically it appears to be like a lot better! Though I personally prefer to prototype with as few graphical results as potential in order that I can concentrate on 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 prompted 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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