4.30 star(s) 40 Votes

Sazaar

Newbie
May 2, 2017
89
101
It's all about money. You think people spend all the time creating a game for free ? Dream on
you didn't get it. I meant not to interfere with their ideas in the development of the game. And just buy the game. I buy an apple that I like in the store, and I don't teach how to grow it :)
 

Nopenopeno

Member
Jul 27, 2018
345
340
I noticed muting / turning the volume all the way down in settings has no effect on animated scenes. During the intro, for example, the wind still howls, the creatures still scream, etc. I have just been turning my speakers off, but thought I'd mention it. Do with it what you will.
 

Kingjack1505

Member
Jun 2, 2020
140
118
Every time I download I need to play from beginning, but this time there is a bug, the game unplayable, after went to the cave, there is an error, cant continue, hopefully there is a fix.
 

MorrakGames

Creator of Celina’s Calling
Game Developer
Dec 6, 2019
41
379
please tell me when will be enxt update
Hehehe244 - Glad you enjoyed the game! Please consider leaving a review, it could help me get some more visibility and eyes on my game!

Right now, I'm aiming for the next release to available on September 10th (v1.5 available on F95, v2.1 available to my higher tier Patreon supporters - v2.1 would be for Act 2, Day 1 fyi).
 

hubvan

Member
Jun 23, 2018
418
941
Gotta say this was actually much much better than expected, however I feel like the "desperation" in the visuals doesn't quite match the text, not sure however if AI would even allow for that. Still nice game.
 
Apr 15, 2020
446
2,840
If you do any hardware rendering or any graphics card-based AI, VRAM is more important than actual processing speed, since (at current technology) if you run out of graphics memory, your HW render simply shuts down. So the fastest GFX card, with 16GB VRAM, can be no better than a door knob if your project needs just a couple more MBs of memory, while a very old 24GB card will get you to where you want to be.
In 3D rendering there are a few ways around it, but I don't know how it is with AI.
The other thing to consider is the brand itself: RenderMan's HW renderer, for instance, runs only on nVidia's CUDA. So my old (and wonderful!) 32GB AMD FirePro is basically a brick for RenderMan's XPU.
just found this, have you heard of framepack?
it only focuses on generating the next frames so video length isn't restricted by VRAM anymore.
you might want to look into it.

I was looking into ComfyUI workflows and here's some info:
 
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XTZ Adult Games

Well-Known Member
Game Developer
Sep 11, 2020
1,352
5,828
just found this, have you heard of framepack?
it only focuses on generating the next frames so video length isn't restricted by VRAM anymore.
you might want to look into it.

I was looking into ComfyUI workflows and here's some info:
Thanks!
Will look into it when I can.

Just to make my previous statement clear and not mislead anyone (there's enough of that on all forums...): I wasn't talking about video rendering, but about still 3D images.
That said, from the little I know about how GFX rendering works with all things, it's probably the same: each task's various subroutines are calculated in parallel, so everything has to be in the GRAM at the same time. Exceed the GRAM limit - and the entire task fails.
The FrameWork you mention, and the way you explain it works, seems to validate what I say: they cut the entire clip into the smallest pieces they can (individual frames) so you can use much less memory.
And though I can imagine it gets a hit speedwise (no parallel-processing of multiple frames), at least it doesn't fail.
When you know your limits, you can find ways to bypass them.
We have used other tricks in 3D for decades now, because there is always a limit to hardware. Those vary depending on the industry you work in and the kind of job you need doing but are always there.
 
4.30 star(s) 40 Votes