Runs like shit is really way to negative for that complexity on the given factors at the given results nope, it just needs a very decent PC good balanced on both sides GPU/CPU and also on the IO side it could be a nice NVME or at least SATA SSD for optimal Stream results in the heaviest FLY Scenes
Run the UE5 Tech Demo and you know what RUNS like SHIT really means, there i would go down to up to 8 FPS and that really runs like shit above 30 FPS dream of it reaching 30 FPS stable be really happy
im not trying to be agressive here, but I couldn't give less of a flying fuck about the complexity of the scenes
al the trees, terrain, NPC's and whatever add NOTHING for me since there is absolutely no significant story for all of this yet
And i can understand that but i see into much different layers on a much bigger scope and i see something extra ordinary forming that as such wasn't here before.
And for me the Performance is not Shit it is sometimes even Impressive.
Just wanted to share something neat I discovered regarding Camera Presets, I tried searching this thread for user submitted presets given that the game doesn't have any for non-minigame scenes, I also wasn't sure if we could share those presets, well it turns out we can.
The preset config file sits at: %LOCALAPPDATA%\WildLifeC\Saved\Config\CameraAnglePresets\SexSequenceCameraAnglePresets.ini
As an example I'll be sharing my presets, I generated the complete list of animations which I got off the animation spreadsheet shared on patreon, but 99.9% of them arent aligned, I only got the game today and have only setup like 5/6 different animations, I cloned one of these over all the other,s makes it easier for me and maybe new players to use presets imo since you can just add over/move around the existing angles.
Also I imagine that merging preset files would be fairly easy, in case for example you want to keep some of your presets and hand picking a select few over somebody else's preset file uploaded here.
Like I said I wasn't sure if this was common knowledge already, at least I couldn't find it, also I think the next update is supposed to feature some sort of save system, so it might be that this is all rendered moot pretty soon.
tl;dr
im new to gaem, gief presets
edit: file attached below needs to be renamed to correct extension .ini
No idea why or what I have to do, but every time I move or start a scene, it looks as if I'm moving through water. Changing graphic settings and fps limits doesn't change a thing, nor do any of the other settings. Doesn't look like a well-programmed game to me.
Sorry but with so few information how do you think someone should get any idea of your problems, first rule of thumb your System information.
So i guess you trying to Visualize "moving through water" as the Performance is not good and it feels to slow or even stutters ?
Though stuttering you would rather use something like "it feels like the first hours in the driving school when i used the coupling wrong and the driving instructor was like hell the coupling dammit let it go slowly"
Or do you really mean it looks like under water "washed out" ?
Ai the Problem is the Streaming efficiency and stability and maintaining it smoothly, it needs some very clever optimizations improving the Streaming but it can be overall less demanding in the End than UE5 Nanite and reach a much broader range of Systems with at least very Playable results with just very decent slowdowns at the Edge.
Im not looking at the Ground truth Data i try to estimate for now what the Devs, Artists intention is and then analyzing what Unreals Streaming is doing and how it's decisions are working and how it effects the final PQ and overall Perceptible result
I think this is Ground Truth of the Highest Possible Texture resolution for this Scene, based on my experiments with Unreals 4 Streaming in Wild Life in a Edge System Spec Scenario 4 Core/8/8 (10 year old base Intel Platform)
So we gonna see the Step to 4.26 finaly that gonna sync it fully with Fortnite and virtually everyone else and also make GEN5 TAAU work
Though TAAU overall wont help really a lot in the very complex scenes so much when the CPU becomes the major bottleneck and with the current simulation part using the CPU all the time the more NPCs are allocated it wont really help a lot.
i really hope for UE5 and Vulkan that could give a nice overall stability boost.
And some more efficient NPC AI state world location handling taking pressure from the CPU.
Also i hope the Water Materials finally get the Water Splash on impact effect like Showcased in the Combat Range, for zillion of years now
And we finaly going to see it being used for the Wild Life Squirt so that D-E-V-O-L-U-T-I-O-N and his Delta Squirt aren't so alone anymore
You can see some of the Textures still failing, depending how the metric and camera frustum switch bite each other and the distance relation for the lods draw distance seems to be preseted in the editor most probably
It's only 1 or 2 objects (texture/meshes) sometimes but it's shitty anyways, without DOF
Those decisions make often 0 sense and kill the uniformity (stability) of the output result.
Hard to understand if you not used to it from your own work :/
No it's not CPU demanding WL is just heavily unoptimized, there is nothing in this game that really demands much of the CPU. The AI and physics etc are very simple, there is not a lot to calculate overall so the bad performance just basically comes down to the game being poorly optimized.
Simple sure it's not as complex as in VAM but Simple is a bit low played and yeah that AI overhead is not optimized well and it's a big part that tanks and pressures DX11 resources and Driver overhead.
Optimizing the Streaming result im not sure the DATA is partly HUGE that needs to be streamed in those Mushroom Part you see in Fisher Village it's a lot of Data that pressures on the System though compared to Nanite (Ancestors of the Valley Techdemo) it's not much and the small stutter is acceptable compared to a total Nanite (CPU based) System Render brakedown on DX11 with not much AI overhead at all.
Same in the Wild Life Map for the Kerpali Village and the Oasis whereby the Oasis is overall much less problematic, you can also see the loading spikes and get the exact distance when it streams in looking at the compass
First take as much pressure from the CPU optimizing on that would be advisable to get a bit more free for the Streaming and it's Driver overhead.
UE5 + Vulkan might bring here allready some nice improvements on the table
Most other projects here are far away of fighting with such problems yet, based on their still lower overall complexity
Basicly only Kalyskah and Carnal Instinct are near or getting nearer to it.
The rest is still joke, from the overall streamable data complexity point of view especially when Maya goes exploring the Wild Life by AIR.
But yeah it is a strange thing it is exactly that Viewpoint trajectory causing the brakedown a bit on the side of it latency improves over seconds into acceptable range, even Unreals Internal Meassuring is not fast enough to pick it up at least the FPS counter implementation here is dead slow before it even reacts on it.
Not sure if stat unit would be doing it any better.
How can I get multiple characters to fuck? Or is that thing not available yet? For example can I do a threesome between maya a catgirl and that rhino dude? Or maya and 2 of these goat creatures.
How can I get multiple characters to fuck? Or is that thing not available yet? For example can I do a threesome between maya a catgirl and that rhino dude? Or maya and 2 of these goat creatures.