- Oct 12, 2018
- 39
- 70
1. Offering other non-intensive forms of AA can help. TXAA is one of the newest types of AA, so, it doesn't work as great on older hardware. Same idea with other forms of post-processing. You could have it set in compatibility settings, to change various intensive post processing methods to lower-cost ones, for low-end machines (my machine is technically low end at this point, even though in 2015, it was top of the line).
2. Okay.
3. Okay.
4. Okay.
5. Well, then:
-> Many games have gotten away with lower quality shadow maps, of 1k size. Original skyrim did that for most of its shadow maps, and people rarely noticed bad shadowing; except closeups on characters. For things that need more detail, 2k is usually sufficient, and 4k+ is overkill.
-> Try to avoid upscaling resolutions. Any game that has used upscaling to reach a higher resolution, usually has to render the same screen 4 times and then combine the image together. Like many initial games that said their game was 4k supported, was 960p x4 screens, merged together to get the 4k effect, which has a much higher performance cost than just having the 4k screen rendered from the beginning.
-> With fog resolution, can you have two volumes/layers of fog? So the leading edge of the fog could be a higher resolution, but the rest of the fog is lower resolution? OR... have a volume centered around the player and the base volume of fog, and only the volume around the player is higher resolution. If that makes any sense.
-> Can any of those objects that cast shadows be set to static shadows over dynamic shadows? UE4 as you probably know is super efficient with baked shadows, but it has issues with dynamic shadows and thus suggests limiting them as much as possible. Additionally, can any of those objects be set to not cast soft shadows, as soft shadows is quite expensive.
-> Additionally, Skyrim's settings file had quite a few settings for manually modifying shadows, and maybe some of that information might be useful to you, for fine-tuning your shadows costs.
-> Can you reduce the number of objects that cast shadows? ie instead of having 5 trees next to eachother casting individual shadows, replace with a very large tree casting 1 shadow. Or having grass placed intelligently under a tree's shadow so that the grass doesn't have to cast a shadow.
-> For the GPU things, can any of it be sent to regular RAM instead? Most users have more RAM than VRAM and their RAM is often better cooled than their GPU VRAM. Also does your method of virtual textures abuse the VRAM or uses RAM? I believe if memory serves, that ID TECH shoved the data into RAM, and then extracted specific things from there into VRAM on a need-to-use basis, and then unloaded it once it was no longer needed.
6. I can't comment on other users, but I often will manually degrade water quality, to get better quality elsewhere. If the water is murky, I try to make it clear and visible; I like to see where I am going. So you might be able to reduce water quality without users noticing. I certainly don't notice lower water quality, unless its a game where I'm underwater a lot... lot Subnautica.
Hope some of that helps.
its not my uploads, somebody edits thread and uploads it when I give free code, (for some reason I have trouble uploading on those allowed sites) also I don't use mega anymoreI think that your "MEGA" account got nuked btw, the link is dead.
Not offering other forms of AA is short-sighted. Not everyone has the power to run TAA and most games offer more than one form of AA. I don't know what kind of RAM usage TAA uses, but if a simpler AA consumes only 100 mb of RAM and TAA offers better visuals but consumes 400 mb of RAM, users might prefer a loss in visual acuity to the increased RAM requirements.1. not using taa is quite short sighted, temporal upscaling gives much better visuals to performance ratio
5.
- I obviously downscale shadow res depending on settings, but simply said you cant have nice shadows for free
- with upscaling I think you are missing the point. Upscaling is to gain a tons of performance, its like upscaling from 1080p to 1440p so good sharp visuals for good loweres performance
- object cant have static shadows with dynamic lighting, and baking stuff is out of the question
- I tweak like 5 variables to get best looking game for best performance, since people are clueless and would set it wrong and complain about it later. Its a bit restricting but better this way in general
- I cant set each tree to cast or not cast shadow individually because its instance based (each tree has same settings) and it would be too labour intensive
- sending data into regular ram is the problem I'm having, it instantly reduces fps almost by half
also I'm not a rendering engineer, changing those things take few experts in industry years to do, I'm left with what guys at epic make
6. I obviously try as much as possible to avoid water rendering so every water surface futher than few meters is blended into opaque material that is quite fast to render, I just didn't mention these things here as it would be too much text
as said all my answers are overly simplified and these things go into way way deeper detail and its often not intuitive at first glance
I don't want to spam this thread with tech talkNot offering other forms of AA is short-sighted. Not everyone has the power to run TAA and most games offer more than one form of AA. I don't know what kind of RAM usage TAA uses, but if a simpler AA consumes only 100 mb of RAM and TAA offers better visuals but consumes 400 mb of RAM, users might prefer a loss in visual acuity to the increased RAM requirements.
As you are a fairly competent programmer, you probably know that everything has a cost, usually in the form of GPU / CPU Cycles. Do too many fancy effects and you'll bottleneck the Cycles and have massive framerate loss. Also, the number of pixels rendered at 1080 vs 1440 is quite different, and as a result consumes more VRAM to do it. Especially if it is a wide screen monitor. Especially if the game was designed with 1080p in mind and now has to do approximate pixels which adds further cost. It is always more performant to build the elements and save them on the hard-drive, than to calculate them at runtime. Its like doing a pre-made animation of a cum effect vs calculating out the geometry at runtime. The pre-made stuff is always going to run more efficiently, but it doesn't have the dynamic nature of calculating at runtime, so there is always tradeoffs. Sometimes its better to have less visual fidelity and more performance, and other times its better to push performance as much as possible and try to achieve that visual fidelity.
UE4 was designed specifically in mind with baked shadows, with extremely sparingly usage of dynamic shadows and lighting effects. UE5 appears to be better for dynamic shadows, so you might have to upgrade to UE5, if your game relies too heavily on dynamic effects.
Personally I like having the options, because I'd rather have an okay-ish looking game at a solid 60 fps than a super pretty game at 20 fps. Now I might choose the wrong options and make it uglier than necessary, but, in video games I prefer framerate and gameplay stability over visuals and will always degrade the visuals if my performance is terrible. And working with a 2015 built computer, I often have to make visual sacrifices to reach 60 fps. It is a still a decently powerful rig, but it can't do modern stuff like raytracing and has trouble with games that require HDR over Bloom.
Data sent into RAM works best when it stays there for a while. If you are sending extremely transient data to it, you are sending the wrong data to it. VRAM works best with transient data. The issue is primarily heat-management and clock speed of the RAM itself. VRAM clock speed is much higher and works better at higher temperatures, while RAM is typically 500mhz or slower than VRAM, and is much more sensitive to heat, but as it isn't being accessed and deleted from constantly, its usually not a problem. Every time you send data to the RAM, it requires electricity and that generates heat. More times you do it, the more heat generated. At a raw physics level, regular RAM just cannot cope with the stresses typically placed on VRAM, so if you are sending the type of data that VRAM typically processes to RAM, you are definitely going to have a framerate loss. So, if you can think of ways of keeping certain transient data more fixed, then you could do what you are trying to do.
Think of it like this:
1. VRAM is short-term memory in a human. Usually lasts for 1 hour or less.
2. RAM is medium-term memory in a human. Usually lasts for 3 months (the typical life cycle of any cell in 3 months)
3. HDD/SSD is long-term memory in a human. Usually lasts until the cells die and fail to transfer the data over to a new cell.
Delete everything in that field before pasting and make sure that you didn't copy any spaces. Works fine for me, but I still manage to fuck it up somehow from time to time. Also, make sure that nothing is written in that field.I might be a brainlet, but copy/pasting the password on the front page into the User ID field does nothing, just tells me to get a User ID. How do I get the free uncensored version?
Contact adeptus steve, I'm positive he knows someone since his animation standards are quite high.related to new nsfw content, to be transparent, I hadn't had that much luck finding new animator who is capable reaching quality, animators are really hard to come by, most of them have work ethics below zero or are already hired in aaa studios or just don't want to animate nsfw stuff.
anyway if anybody knows about someone suiting this project I would gladly get someone onboard
this month I will try again to get someone reliable to help out on it so each release has at least two new h-animation types (4 loops per type)
otherwise the project is going pretty well, step by step I'm turning all those ideas and plans into reality
The neutral zone first shows up in v09 (post with changelog). You can find replacement clothes either in loot boxes or merchant inventories.freedemo dont work. Has the dev removed it?
EDIT: im an idiot didnt see the pass changed.
Anyway. Is there a way to enter the city yet? If my cloth break completely where can i find a spare change?