The person you are addressing is making assumptions based on the details and trying to read between the lines from the dev. He doesn't have high standards, its the people he brings on are being less than serious flakes. He also created this new map in a months time while adding in a new working vehicle system.stuff...
Soon I think, the new version 11 is now available on Patreon, so maybe in a week or twoIs the dev going to post more versions? The 0.8 has been out for three or four months, so I'm wondering if he's going to give us some more freebies.
on each of these things I have already spent months, it's just a basic stuff that everyone does, to get more performance I need to go much deeper inside, which takes lots of effort and cuts down from actual game features development which I need to balanceWell typical causes of framerate drops are:
-> Excessive vertex / polygon count. This causes a lot of extra shadow casts and draw calls to be performed. Try to use more skyboxes and flat-textures for distant stuff, rather than meshes.
-> Excessive usage of virtual RAM, such as EMS and XMS. If the HDD or SSD is being accessed at 100% rate, then its a pretty good sign that too much virtual RAM is being used.
-> Unnecessarily large texture files for the objects in an area. 8k textures tend to the largest things would ever need to be, unless you can zoom super far in to see the extra detail... but even still, you should be using mipmaps, so that 8k texture isn't viewed constantly at any draw distance. But most standard environmental details like rocks and grass shouldn't be larger than 1k. Skyrim for example, gets away with 0.25k, 0.5k and some 1.0k textures for most environmental details.
-> Level of Detail, proper use of Draw Distances and Mipmaps can help as well.
-> Optimizing the terrain geometry, will help to reduce pathfinding costs and thus reduce the AI costs. AI also is an expensive process.
-> Avoiding unnecessary physics calls, such as giving every entity a bit of cloth physics, or hair physics. Only give important things physic calls.
-> A profiler would help to tell you where your bottlenecks are. Generally, having more than 10,000 draw calls PER frame, will cause all but the best machines to be brought to their knees. 15,000 or more, and you'll be having even the best machines brought to their knees.
-> Being careful with the usage of specific UE4 special effects. For example, particle generators. Each one can produce millions of particles, but each generator is costly to use. So, if you are using tons of generators, it will obliterate the framerate.
I have been kinda lazy to write detailed update notes but in generalWhat's in the new release 11.0?
I eventually will as alwaysIs the dev going to post more versions? The 0.8 has been out for three or four months, so I'm wondering if he's going to give us some more freebies.
How hard is it to learn how to do NSFW animation? When I search a little on the internet, there is practically no thing interesting enough to initiate to make it..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
Depends. I used to make content for SecondLife. Making objects in Blender, no problem. Texturing them, no problem, scripting them, no problem. Animating, NOPE... I dipped into animation and couoldn't wrap my head around how time consuming it is. Every damn frame has to be adjusted over and over. Now, I'm going in with no one teaching me, so I likely was doing everything wrong, but I self taught myself everything else too and that one I just couldn't do. Now.. I bet if you had Motion cap hardware, it be 10x easier and quicker.How hard is it to learn how to do NSFW animation? When I search a little on the internet, there is practically no thing interesting enough to initiate to make it..
it absolutely doesnt matter if its normal or nsfw animation, skill required is sameHow hard is it to learn how to do NSFW animation? When I search a little on the internet, there is practically no thing interesting enough to initiate to make it..
Did kind of feel off about "I've already squeesed every last fps out of it" when you said it but I shut up because I didn't want to be a jerk, but this does sound more like the reality.on each of these things I have already spent months, it's just a basic stuff that everyone does, to get more performance I need to go much deeper inside, which takes lots of effort and cuts down from actual game features development which I need to balance
compared to my time budget I spent already way too much time on optimization and I'm running out of optimization opportunities atmDid kind of feel off about "I've already squeesed every last fps out of it" when you said it but I shut up because I didn't want to be a jerk, but this does sound more like the reality.
Agree you need to balance your work but saying that you squeesed every last fps out of it, when the game runs pretty meh with not much going on, is a bit much.
Thanks for the clarification tho.
Ohw fuck...Depends. I used to make content for SecondLife. Making objects in Blender, no problem. Texturing them, no problem, scripting them, no problem. Animating, NOPE... I dipped into animation and couoldn't wrap my head around how time consuming it is. Every damn frame has to be adjusted over and over. Now, I'm going in with no one teaching me, so I likely was doing everything wrong, but I self taught myself everything else too and that one I just couldn't do. Now.. I bet if you had Motion cap hardware, it be 10x easier and quicker.
Edit: and yeah, you really can tell the difference between mocap and hand animation.
I see, thank you for your answersit absolutely doesnt matter if its normal or nsfw animation, skill required is same
Its easy to find resources, but it takes lots of artistic skill and feel for the movement
1. automatic mesh density set byhow much percentage of pixels of screen cover, and biased by game graphics settingsD-E-V-O-L-U-T-I-O-N = Alright, so you got all the basics covered. So some further ideas for optimization:
1] How high is the polygon count / texture resolution on each Tentacle. You might be able to optimize them when they aren't visible or at a distance away.
2] When a tentacle travels through the water, is the water just a textured surface, or is it an actual mesh that deforms as the tentacle passes through it?
3] I know the game pretty heavily relies on fog. If you totally disabled the fog, does it improve performance? If so, then try to look into optimizing the fog in some fashion.
4] How does the game handle darkness? Is it merely the absence of a light source or is it using soft-shadows to instead?
5] When the AI is not directly seeking out the player, how expensive is their pathfinding? If it is quite expensive, then you might consider patrol routes instead of them wandering randomly. That way you could also decide their specific path ahead of time.
6] Are you performing physic calls on the grass, trees, shrubs, etc... Witcher 3 had a very well-optimized way of doing that (mostly by disabling the collision on the plants, as they'd clip right through walls when it was windy)?
7] When you have weather effects, are they particles, sprites, etc...? Like rain drops...
8] Since the later builds allows for visual clothing customization, are all the meshes that can potentially be worn, pre-rendered and thus taking up valuable resources (ie RAM)? I ask because Witcher 3 would pre-render everything in your inventory, so you could quickly view the mesh of any object?
9] How high are the polygon of non-essential map elements? Rocks, fences, trees, etc...? Services like SpeedTree might optimize their meshes, without too much loss of quality.
10] Same idea as 8, but now for the weapon parts? Or items in your inventory.
11] Since you can have belly expansion with moving tentacles and bulging of eggs, do these objects have a high polygon count / textures of their own?
12] For shooting mechanics, is it using Tracers or simulated bullets + trajectories?
13] When an enemy detects the player, do they always know where you are, or do they have to maintain visual conal lock?
14] How often do you use double-sided meshes? These are like when you have an armor vest, that has the outer section and the inner layer rendered; most games use double-sided meshes sparingly, as appropriate.
15] When you are in 1st person, is the 3rd person mesh fully rendered? Similarly, in 3rd person, is the 1st person mesh fully rendered?
16] What does the enemy "see" when they shoot at you? Is it a fully rendered object, or a simple object, with a low polygon count?
17] Is all the items in a chests, looted or otherwise, rendered meshes, or only rendered when removed from the chest?
Probably have more ideas later.
1. aa works very very differently, I use TAA g4 with upscaling similar to dlssAlright thanks for the answers, D-E-V-O-L-U-T-I-O-N, so some other ideas for you to ponder on:
1. Can you reduce the Post-Processing on objects at higher draw distances? Like say, everything within 25 meters get full post-processing of say 8x AA, then within 26-40 meters AA and other features are reduced by half (so AA at 4x), then 41-55 meters, halved again (or a quarter of post processing), then beyond that, no post-processing? Or is that what UE4 does automatically?
2. Can you use a similar technology to John Carmack's Mega Textures, implemented in IDTECH 5/6 (Rage / Wolfenstein The New Order)? So instead of several individual textures, you load in one massive texture that handles everything in the level? Or is that how you do Virtual Textures?
3. Does Occlusion Culling work automatically in UE4, or do you have to create a method for yourself? In that, OC would prevent the mesh from being rendered if the entirety of the mesh wasn't in your viewport or would reduce the amount of rendered mesh, based on how much was in your viewport.
4. Is there any way to do a "batch" of post-processing in a single draw call? ie Do AA, Antistrophic Filtering, and Bloom, all in one draw call? Having too many draw calls (usually thats 10,000+ per frame for reference) can seriously kill the framerate.
5. So from your tests, what is the performance bottleneck for the game? Is it the RAM, VRAM, GPU Core Speed, CPU Core Speed, or Hard Drive Access speed? And what are the typical numbers for consumption on your rig, when running on Ultra (and framerate)?
6. Does the game suffer from framerate pacing issues at all? That could be part of the problem.
Anyway, I'm going out, so if I can think of something else I'll mention it.