- Aug 18, 2018
- 343
- 740
Wouldn't be fair to compare your work to that of a team. And it's not paywalled up the wazoo, so no ill to you or your game. It's a one man project you're sharing the development of, and we should take it for what it is.I agree with a lot of what you say here. Worth pointing out though Home Together is created by a team with many experienced devs with existing games under their belt who have been making adult games for a long time. I would imagine they have people delegated for handling lighting. From a solo dev perspective, it's much faster for me to get the lighting results I need with Lumen and then do everything else that needs to be done, vs spending potentially hours tweaking light intensity, color, exposure, optimizing lightmap resolution etc for a good result. I am very open to the idea though of using baked lighting and cutting features like Lumen and supporting Dx11, but this is something that would take time to get right and I'm focused on other features atm. Maybe when the game leaves "Tech demo" status I can revisit that idea.
Also, Lumen is getting better with every UE version. I've already cut virtual shadow maps from the game (which is intended to be used with Nanite) because it gave worse performance for minimal quality.
One major performance hog currently is the groom hairs, which seem to be getting a niceYou must be registered to see the linksin 5.3, which is coming out soon. Suffice to say you can expect performance improvements to be an ongoing thing.
I see the point about it being much easier to use these features as an AIO Plug n' Play solution. And the blame lies not with you, but the tech.
I also get why Unity is so popular, but that engine is so awful in so many ways, it's hard not to blame anyone for using it even though they didn't make it.
I personally don't think DX11 support should be considered. If you're running Win7 and using a graphics card that doesn't support DX12, you shouldn't be trying to run this type of game. Now Vulkan is another thing, but that's up to you.
Maybe you need some recommended settings, for optimal visuals. Like Lumen GI on. And maybe a recommended resolution scale.
Anywhom. My whole gripe i less about you, and more about the direction games are taking nowadays.
Most people argue Gameplay > Visuals, but to me it seems like devs are prioritising visuals and end-users end up with visuals way worse to run the game. And gameplay is just left out of the equation.
I do follow Lumen with great interest, seems like the game changer that RTX was marketed as. (RTX in no way warrents the fps loss).
I'll keep following your game mate.
The animations and interactivity will ultimately decide it for me.
PS.
Why do the shadow/lighting rendering distance work so oddly in the house?