I take pleasure in as common your feedbacks, all the time appreciated! Â
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! ^_^