Fiufia

Active Member
Jun 25, 2021
511
908
Let's try to wrap up this conversation. We can all agree that you shouldn't expect to run games like this if you still have windows xp. On other hand games need to have at least some optimization (make it at least so that 3000 and 4000 nvidia gpu don't explode while I'm running your game). Finally, I think the dev for this game is doing good,I see that he has good understanding in making games and will most likely fix the bad things in the game when it's close to it's completion.
I agree but at least let's do it with some common sense.
The dev just told us above that he tested the game on a 2000 series and the game runs at 60+ fps I have a 4000 series and the game runs without any problems (What are you talking about explosions?)
dev also told us above that he is actively working and improving the game optimization (Why are you talking as if he will only go fix things at the end of the project?)

edit - and by the way. can you guys stop making comparisons with AAA games made by billion dollar companies. that spend millions on games with thousands of employees working on the games that take years to be made with a game made by just one guy. damn it really makes my head spin when I read these ridiculous comparisons
 
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Nyxcro

Member
Sep 16, 2018
101
164
I agree but at least let's do it with some common sense.
The dev just told us above that he tested the game on a 2000 series and the game runs at 60+ fps I have a 4000 series and the game runs without any problems (What are you talking about explosions?)
dev also told us above that he is actively working and improving the game optimization (Why are you talking as if he will only go fix things at the end of the project?)

edit - and by the way. can you guys stop making comparisons with AAA games made by billion dollar companies. that spend millions on games with thousands of employees working on the games that take years to be made with a game made by just one guy. damn it really makes my head spin when I read these ridiculous comparisons
By explosions i was talking in general and not this game.
By fixing things at the end I meant you can't really judge unless the game is close to its completion (i'm not saying he isn't optimizing bit by bit), and lets be real, a lot of us will encounter bugs or weird lag until it's the final version.
Some people are making ridiculous comparisons because this is a porn game and people are not used to needing a good gpu just to play a porn game on ultra settings and a lot of AAA companies aren't making a lot of great games lately even with billion dollars, just look at indie games,they don't have a lot of people (sometimes it's a lone guy) and still have good optimization and a good game overall
 

BurningCastle

New Member
May 11, 2018
4
8
Theia has a cute face and animations here.... I will try to recreate her in The Villain Simulator...

edit: did recreatet her - works for me close enough... if anyone interested- i exported the look and attached it here.
Zwischenablage02.jpg
 
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Shadowclonezero

Active Member
Sep 21, 2017
722
385
I guess this kind of game for a higher quality has to use the HD unity pipeline, correct?

I forgot the exact term.. I've heard of URP and some others.. anyone know?
 

Schulth

Member
Dec 22, 2021
225
160
Decent tech demo, lets see what it develops into. Could become quite interesting.

What I would say is with the spanking perhaps offer more positions or allow custom posing of the model.
 
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bla1337bla

New Member
May 25, 2017
8
1
I'm not sure if dev is reading, but:

+ cute girl
+ nice outfits
+ great visuals and audio
+ damn good animations

- optimization - I know it's 2024, but it shouldn't burn not so old hardware on minimal settings
- buggy physics - it seems it is based on frame, you should always have it on constant tick, now hair is behaving completely different on different framerates
 
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hachigames

Well-Known Member
Game Developer
Apr 22, 2020
1,055
3,475
I'm not sure if dev is reading, but:

+ cute girl
+ nice outfits
+ great visuals and audio
+ damn good animations

- optimization - I know it's 2024, but it shouldn't burn not so old hardware on minimal settings
- buggy physics - it seems it is based on frame, you should always have it on constant tick, now hair is behaving completely different on different framerates
Thank you!

A bit of an explanation for physics simulation: While nothing in the game is directly frame dependent, physics have different rules generally, so it might seem this way when there is simulation slowdown.

The Physics in the game do run at a different but fixed frame rate compared to the graphics. This frame rate is usually at 50 ticks/second. Deviations are calculated using the time between updates, just as you would for other animations. Like, when an object travels at 1 unit / second, you can calculate how far the object has traveled even if an update took 10 seconds.

Now, for a lot of physics simulation in general, and the hair in particular, simulation is unfortunately not easily predictable, because there is collision, restrictions, and physics interconnectivity. This means that you can't easily tell where the simulation will be without actually simulating it. So if the update rate can't be kept at 50/second becuase of slowdown (due to rendering or cpu), you have to subdivide the time step and and do multiple updates at once to compensate. For example, the object traveling at 1 unit/second might have passed through a wall when there is only one update in 10 seconds, which we don't want. All this is of course rather counter-productive to what usually caused longer updates.

Basically, if you took to long to update from lack of cpu/gpu power, you have to do even more work to catch up without losing accuracy. In the case of the hair, rather than causing a fps dip and even possibly a freeze to calculate even more to catch up, simulation updates have to be somewhat predicted with a lot less accuracy, which causes the hair is going wild. Unfortunately, the more complex a simulation is, the worse the effect ends up being.

And in this case it's not the hair simulation necessarily causing the slowdown, but it will be affected if there is any (like when frames take too long to render, specifically in framerates below 50fps, because then it becomes hard to compensate and keep a fluid simulation in real time)

When the game runs at higher framerates, the simulation will be deterministic no matter how high the frame rate is. (there can still be some animation jitter, but that has other causes)

For optimization in general. The hair is responsible for 30-50% of slowdown depending on hardware. It's rather new technology in general and very performance intensive, which is why you usually don't see it being used in games just yet. Since d.sim is focused on the character most and foremost I decided to use it for the visual quality it provided.

However, in the next version, I will provide a card-hair fallback, which is the technique used in most games. This will significantly boost fps on older hardware (I predict up to 50% more fps, or more even, though hard to say).
 
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Schulth

Member
Dec 22, 2021
225
160
I've read through the pages and I want to say I have no issues with performance. I mean sure I have a rtx4080 and 5900x ryzen but not complaints :)
 

bla1337bla

New Member
May 25, 2017
8
1
Thank you!

A bit of an explanation for physics simulation: While nothing in the game is directly frame dependent, physics have different rules generally, so it might seem this way when there is simulation slowdown.

The Physics in the game do run at a different but fixed frame rate compared to the graphics. This frame rate is usually at 50 ticks/second. Deviations are calculated using the time between updates, just as you would for other animations. Like, when an object travels at 1 unit / second, you can calculate how far the object has traveled even if an update took 10 seconds.

Now, for a lot of physics simulation in general, and the hair in particular, simulation is unfortunately not easily predictable, because there is collision, restrictions, and physics interconnectivity. This means that you can't easily tell where the simulation will be without actually simulating it. So if the update rate can't be kept at 50/second becuase of slowdown (due to rendering or cpu), you have to subdivide the time step and and do multiple updates at once to compensate. For example, the object traveling at 1 unit/second might have passed through a wall when there is only one update in 10 seconds, which we don't want. All this is of course rather counter-productive to what usually caused longer updates.

Basically, if you took to long to update from lack of cpu/gpu power, you have to do even more work to catch up without losing accuracy. In the case of the hair, rather than causing a fps dip and even possibly a freeze to calculate even more to catch up, simulation updates have to be somewhat predicted with a lot less accuracy, which causes the hair is going wild. Unfortunately, the more complex a simulation is, the worse the effect ends up being.

And in this case it's not the hair simulation necessarily causing the slowdown, but it will be affected if there is any (like when frames take too long to render, specifically in framerates below 50fps, because then it becomes hard to compensate and keep a fluid simulation in real time)

When the game runs at higher framerates, the simulation will be deterministic no matter how high the frame rate is. (there can still be some animation jitter, but that has other causes)

For optimization in general. The hair is responsible for 30-50% of slowdown depending on hardware. It's rather new technology in general and very performance intensive, which is why you usually don't see it being used in games just yet. Since d.sim is focused on the character most and foremost I decided to use it for the visual quality it provided.

However, in the next version, I will provide a card-hair fallback, which is the technique used in most games. This will significantly boost fps on older hardware (I predict up to 50% more fps, or more even, though hard to say).
that might be it, yes, I mean, I get you, you have the goal to do truly beautiful game, but then you lose some of the audience if you don't support slightly slower specs on minimal settings.
 
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