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 varied hazards–the monster and the boulder–affect enemies. Not solely does it really feel “honest”, 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 addition, I believe. (I see that wooden-mallet know-how has come a great distance! ;P)

The boss seems to be fairly cool to date! ^_^

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

You can not kill it, you need to keep away from its assault. I am excited about 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 setting hazard).

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

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


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Video games:

Thaumaturge


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

It’s extremely 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 brought on by 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 succeed in 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 steered that with trendy, high-resolution displays, antialiasing may not be required. In spite of everything, when a pixel is smaller than the attention is prone 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 could be onerous, I worry, however I am glad that you’ve got discovered these points, on condition that they have been current, and have some concepts as to tips on how to proceed with them! ^_^


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Ordnas


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

It’s extremely 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 brought on by 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 succeed in 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 steered that with trendy, high-resolution displays, antialiasing may not be required. In spite of everything, when a pixel is smaller than the attention is prone 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 could be onerous, I worry, however I am glad that you’ve got discovered these points, on condition 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 advanced than that (simply attempt taking part in a latest recreation at 4K with out antialiasing, you’ll nonetheless see uncooked pixels on the display).
Antialiasing it’s nonetheless essential, for instance it reduces shimmerings brought on by transferring pixels, solves issues on transparencies, and when you use DLSS it additionally improves the visible end result with out impacting efficiency (and certainly enhancing it!).


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Thaumaturge


I believe it is a little more advanced than that (simply attempt taking part in a latest recreation at 4K with out antialiasing, you’ll nonetheless see uncooked pixels on the display).
Antialiasing it’s nonetheless essential, for instance it reduces shimmerings brought on by transferring pixels, solves issues on transparencies, and when you use DLSS it additionally improves the visible end result 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 examine the efficiency of the sport with shadows turned on.
I need to say that graphically it seems to be significantly better! Though I personally prefer to prototype with as few graphical results as attainable 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 circumstances.)

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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