Just emailed support about this, since I uploaded the file myself. Must have been auto-flagged or a false report. If they don't remove the strike in a few days I'll upload to another host as an alternative.need to play and see what this game is about. . .
btw. . . the Pixeldrain download is broken, i mean the content was blocked
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Yep, sex content will be added. Already have some of the systems in place, but it needs more work. I will flesh it out more when it makes sense to; ie, when other features are in the game that would lead to sex. I know it's rather disappointing to not have it in there now, but folks will just have to trust me that I intend to do it properly.wow, this game looks good, i see the potential in it. . . really good realistic graphics, but, main question is. . . will this game get sex content? and if this game get some kind of story, or something like that??? To have some point in the game what player can do
ah one thing,
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i dunno if it's in the game, cuz i did not meet anyone in this game, simply explored the open location for players, and no one was at the kitchen spot there
That's a new one for me. Glad to hear it seems to run OK on your hardware, despite the weird jagged mesh issue. My first thought is that this could be an issue with Nanite, as from your images it doesn't seem to be occurring on walls that have windows (walls with windows on them are not using Nanite). Second thought is that it could be related to SM6 shaders. I hate to be "that guy" yet again, but it's always worth checking to see that your drivers are updated. Would be hard to narrow down this issue since I've never had it occur on my machine.Reading some other posts, I thought that with i5-7500 (no-HT quad-core from 2017) and RX470 (also not exactly fresh from 2016) I shouldn't even bother. But actually, performance wise, it's not bad. CPU usage is ~60%, with FPS in 20-25 range, and that's with FullHD and all sliders to maximum (only resolution scale won't stay at 100 and keeps dropping to 87). Admittedly, it's not great, but even this would be usable. It's more than I expected. With everything on minimum it jumps to 50-55 FPS, but it looks ugly. But there's plenty of space in between, where good looking over 30 FPS should be possible.
Unfortunatelly, there's some weird thing that makes it currently unusuable. Staircase in initial building looks like there's cave in. And outside, roofs (main building and side ones) have some weird "spikes" and they're flashing/blinking all the time. If something could be done with that, everything would be fine.
Clearly, someone has to do it, because it just doesn't occur to users. What I had previously wasn't that old, about a year, but now I updated to latest version from AMD's website ("Adrenalin 23.3.1 (WHQL Recommended)") and sure, there's an improvement. Well, sort of. All the annoying blinking/flashing is gone, that's great. Staircase cave in disappeared, spikes on roofs are gone too. Downside is that it didn't stop there. I now have lovely sunroof, dangerously looking hole in floor (just visual issue, as was the cave in before), most roofs turned invisible (doesn't happen on houses opposite the main one and the ones futher from street), as did some walls. I'm guessing those things have something in common, maybe some incompatible effect that the old card can't handle, I don't know.I hate to be "that guy" yet again, but it's always worth checking to see that your drivers are updated.
Well... no one forced you to buy AMD, I'm more than sure that the problem is in the video card of this company, most games and technologies are made specifically for nvidia video cards. Personally, everything works perfectly for me on the 3060, I just downloaded it and was able to play right away. The only thing that bothers me is the lighting, which turns off as soon as you leave the room.
Bruh. U need update windows to 10/11, dx12 support needs.View attachment 2468947
When I run the game this error will be showhow I can resolve this?
Just remove all this, such technologies are added already at the end of development as some kind of additional chips. First of all, the game itself should work, have some kind of gameplay and work on the worst configurations and therefore use basic lighting, and not try to use RTX, which does not give any profit in any game and only kills performance.I explained why this is the case elsewhere in the thread, but basically, since the game is using Lumen (real time global illumination) each light source contributes heavily to lower performance. Limiting it to 2-3 lights per room and disabling them when you leave a room provides a MASSIVE performance increase. If I were to do as others have suggested and enable lights in adjacent rooms it would significantly tank the FPS. This is just how it is with Lumen and will continue to be the case until I can figure out a reliable way to have more lights enabled on higher end machines without hurting performance on lower end machines.
You can already disable Lumen by switching to Medium or Low graphics settings. I intend to make use of the dynamic lighting that Lumen provides, so it will be here to stay.Just remove all this, such technologies are added already at the end of development as some kind of additional chips. First of all, the game itself should work, have some kind of gameplay and work on the worst configurations and therefore use basic lighting, and not try to use RTX, which does not give any profit in any game and only kills performance.
In general, the game does not look bad, but so far all I see is a standard asset with houses and a cute character.
By the way, I made 4 light sources work at once, but I also see 60 frames (standing on the border of the corridor and the kitchen) and also the character's hair constantly falls through the body
use level streaming / world partition and data layers. Make sure you have back ups before experimenting with world partition as of Jan/Feb reverting it was near impossible to revert. If lighting is already an issue its not going to get better.I explained why this is the case elsewhere in the thread, but basically, since the game is using Lumen (real time global illumination) each light source contributes heavily to lower performance. Limiting it to 2-3 lights per room and disabling them when you leave a room provides a MASSIVE performance increase. If I were to do as others have suggested and enable lights in adjacent rooms it would significantly tank the FPS. This is just how it is with Lumen and will continue to be the case until I can figure out a reliable way to have more lights enabled on higher end machines without hurting performance on lower end machines.
Level streaming wouldn't really solve the issue of being able to have lots of lights on screen at once. Sure, you could have the light stream out when leaving a room, but then you'd be left with a dark room, which is how it works already.use level streaming / world partition and data layers. Make sure you have back ups before experimenting with world partition as of Jan/Feb reverting it was near impossible to revert. If lighting is already an issue its not going to get better.
So Epic expects most devs to be able to achieve 30 FPS using Lumen to light interiors on next-gen consoles. The fact that many people here are getting 60+ is already well above that estimateLumen's secondary focus is on clean indoor lighting at 30 FPS on next-generation consoles
Nvidia themselves forced me to buy AMD lol. Like you said though most games are made for it since 4090 is top and been around longer so most devs using UE5 probably working on nvidia gpu. that said think anyone talking about not working on AMD is a problem and something the dev should check out.Well... no one forced you to buy AMD, I'm more than sure that the problem is in the video card of this company, most games and technologies are made specifically for nvidia video cards. Personally, everything works perfectly for me on the 3060, I just downloaded it and was able to play right away. The only thing that bothers me is the lighting, which turns off as soon as you leave the room.