I get pleasure from as typical your feedbacks, at all times appreciated! Â

It’s totally 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 attributable to 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 change to TAA), and some Enemy Ticks to optimize.
I’ll say, I’ve seen it recommended that with fashionable, high-resolution screens, 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?
In fact, not everybody has a contemporary, high-resolution monitor–I do know that I am typing this on a display working at 1360×768… ^^;
That stated, this seems to be like good work: optimisation may be exhausting, I concern, however I am glad that you have discovered these points, provided that they had been current, and have some concepts as to how one can proceed with them! ^_^