bla1337bla

New Member
May 25, 2017
10
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
1,078
3,757
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).
 
Last edited:

Schulth

Member
Dec 22, 2021
255
210
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
10
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.
 

Cappucinn0

Newbie
Oct 8, 2019
91
49
This game has smooth character movements, unfortunately the hair movements are too overdone.
We hope that in the future a lot of content will be included in this game

 

.Sirene

Member
Jul 24, 2022
428
933
how many frames you get?
I lock all my games at 90 frames via Nvidia Control Panel. I have a 144hz monitor, but 90 is fine for me. This game will run at 90 solid, no change throughout the duration of play. So, I'm guessing it'll be over 90 with the cap off.

With DLSS disabled, it's the same result - solid 90.
 

Stickster42

Newbie
Apr 27, 2022
24
48
This looks amazing the graphics, model and animations are so well done.
I can't wait for it to be fleshed out with a bit more gameplay, as it has so much potential.

some minor feedback;
I wasn't sure if the graphics options were applying as every time I start the game they have reset.

I just wish the camera didn't move during conversations and scenes, just find it really annoying it'd be nice to have a static (no movement) camera option.
I played around with the fov a bit but I found the pov was zoomed in a bit too much during the scenes, It'd be great if we could get a full view of her from the pov camera.
 

w.iT

Member
Feb 4, 2018
423
391
I had high hope with the HQ 3d. But unfortunately its another animation gallery.
 

TankH04

Member
Mar 15, 2021
394
379
I literally downloaded this game yesterday night just to see it update before I even got to play it
 
4.10 star(s) 20 Votes