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Unreal Engine Indecent Exposure [v1.0] [Cyamus]

Cyamus

Newbie
Apr 17, 2020
32
24
Thank you for your fast reply :)
I didn't changed the graphics settings, and sorry but I overseen the options for that. Many Games here don't offer such settings so I wasn't wordering..
Now I reduced the quality settings for view distance, anti alais, shadows and it works much better.

Now I'll give it another try..

btw. I know my Windows is't up to date but it works good for me.. updates often cause more trouble than they help..
Yeah I feel you. I don't update often either, but I am updated enough for everything to work. This game's in a rough early state anyways so it probably is more trouble than it's worth. Mission 3's at the dealership, press 1 to equip / unequip your pistol after you unlock it at the gunshop. Enemies are supposed to chase you in the 60 second holdout, but there's a bug with navigation so they don't.

Interestingly, you're essentially at the minimum specs to run a UE5 game so I'm curious about your settings and performance. Since you had to turn settings down manually, now I know that I have to tweak the numbers more for automatic graphics settings detection. If you don't mind helping, what was the default settings and what did you change them to and how smooth is your FPS? I hope that a gtx 1060 can run it at medium at 30-60fps. That's my hope, but I don't own a 1060.
 

zxal22

Member
Aug 10, 2021
471
293
Game for me not open first error its directx 12 not support but iam support because i other games support and iam use -dx11 but say not support directx11 version game please fix thanks
 

Cyamus

Newbie
Apr 17, 2020
32
24
Game for me not open first error its directx 12 not support but iam support because i other games support and iam use -dx11 but say not support directx11 version game please fix thanks
Yeah sorry. You're probably going to need directx 12. You can try using Vulkan instead. I gave some instructions to someone earlier in the thread on how to switch to run it using Vulkan. I don't know if it'll fix it for you. It's a UE5 game with all the new stuff, so if you don't have at least like a gtx 1000 series and windows 10, you probably can't run it.
 

.Sirene

Member
Jul 24, 2022
443
979
Yeah sorry. You're probably going to need directx 12. You can try using Vulkan instead. I gave some instructions to someone earlier in the thread on how to switch to run it using Vulkan. I don't know if it'll fix it for you. It's a UE5 game with all the new stuff, so if you don't have at least like a gtx 1000 series and windows 10, you probably can't run it.
Like, honest question but why didn't you develop your game in UE4? The final UE4 version is far more fleshed out, plugin supported and better all-round in comparison to UE5?

Make no mistake, I'm not being critical here - it's a genuine question. Like I see so many new developers hinder their chances of reaching a wider audience by using UE5 (often times for raytracing etc).
 

Cyamus

Newbie
Apr 17, 2020
32
24
Like, honest question but why didn't you develop your game in UE4? The final UE4 version is far more fleshed out, plugin supported and better all-round in comparison to UE5?

Make no mistake, I'm not being critical here - it's a genuine question. Like I see so many new developers hinder their chances of reaching a wider audience by using UE5 (often times for raytracing etc).
I started learning in ue5 and didn't want to install ue4. Also, I'm not required to use the new stuff in 5. I could turn off nanite and stuff in ue5 and package for directx 11 and it would be the same as if I used ue4. UE5 has been fine for me. Plugins aren't a problem, but I don't use many besides the included stuff.

I felt like I need a way to stand out so I'm trying to be more ambitious. I figuring going for a big open world map and using the new shiny stuff would be that. UE5 lends itself towards open worlds and I wanted to use it. I'm not an artist or designer so I would have to find assets to use. I wanted a city in my world and the City Sample assets were free. Out of the box, those assets use nanite and I didn't want to spend too much time messing with assets.

If I wasn't using the new stuff, I'd have to manage draw calls, manage polycounts, generate lods for everything, etc. From a past Unreal project, it's very easy for an open world game to get out of control in terms of performance without nanite. Optimizing that seemed like a lot of extra work and time and it's not something I've done before. Nanite reduces complexity for me and seems like the way of the future. I can get an asset, place it in the map, and not worry too much about it.

In terms of a limited audience, the minimum for ue5 is windows 10 and a gtx 1000 series card. Almost nobody is on windows 7 and gtx 1000 cards came out 8 years ago. It felt like it's been long enough. I could just make a smaller map with different city assets or no city at all. I've thought about it, but I've been focused on pushing out 1.0. Maybe I'm making the wrong decision, but that was my thinking.
 

TheUberstuff

Well-Known Member
Jul 28, 2020
1,275
1,679
Not even going to touch this until the file(s) are redone so you don't have to do a bunch of stupid crap to unzip the game or a torrent link that doesn't require you to make an account on yet another website.
 

.Sirene

Member
Jul 24, 2022
443
979
I started learning in ue5 and didn't want to install ue4. Also, I'm not required to use the new stuff in 5. I could turn off nanite and stuff in ue5 and package for directx 11 and it would be the same as if I used ue4. UE5 has been fine for me. Plugins aren't a problem, but I don't use many besides the included stuff.

I felt like I need a way to stand out so I'm trying to be more ambitious. I figuring going for a big open world map and using the new shiny stuff would be that. UE5 lends itself towards open worlds and I wanted to use it. I'm not an artist or designer so I would have to find assets to use. I wanted a city in my world and the City Sample assets were free. Out of the box, those assets use nanite and I didn't want to spend too much time messing with assets.

If I wasn't using the new stuff, I'd have to manage draw calls, manage polycounts, generate lods for everything, etc. From a past Unreal project, it's very easy for an open world game to get out of control in terms of performance without nanite. Optimizing that seemed like a lot of extra work and time and it's not something I've done before. Nanite reduces complexity for me and seems like the way of the future. I can get an asset, place it in the map, and not worry too much about it.

In terms of a limited audience, the minimum for ue5 is windows 10 and a gtx 1000 series card. Almost nobody is on windows 7 and gtx 1000 cards came out 8 years ago. It felt like it's been long enough. I could just make a smaller map with different city assets or no city at all. I've thought about it, but I've been focused on pushing out 1.0. Maybe I'm making the wrong decision, but that was my thinking.
I personally think UE4 would have been a better option here. Purely on the performance front since the engine is better known, has wider support should you run into issue(s) and of course - has a better knowledge base overall. We can agree to disagree on this front, of course.

But at the same time, as you stated - you're wanting to develop a city - which, judging by the images attached in the OP - you've already begun developing. But, you've started to run before you can walk here, since, I will assume that the city is not as fleshed out as it could be - all the while the actual content and story of the game is not yet set in stone.

UE4 to UE5 upgrades are handled much easier than in the opposite direction, of course. Which is why I think UE4 would have been the better choice - if the engine cannot handle your demand - you're either putting in way too many high poly assets and expecting it handle everything - and UE5 won't do it much better (unless you're slapping in DLSS and relying on that - which, should not be the case at all).

I mean, I wish you the best of luck here - and, maybe one day I'll give it a proper once over.