- Nov 7, 2021
- 73
- 139
Are there any teasers on discord for whats coming in the next update?
Are there any teasers on discord for whats coming in the next update?
Dude you're a boss, thank you so much for thisI made a little village for my elves didn't put any events or anything because it should be a little better in the next update and I'm also gonna take a little break from sandbox. View attachment 1976681 View attachment 1976682 View attachment 1976683 View attachment 1976684 View attachment 1976685 View attachment 1976686 View attachment 1976687 View attachment 1976688 View attachment 1976689 View attachment 1976690 View attachment 1976691 View attachment 1976692 View attachment 1976693 View attachment 1976694
That shit cracked me tf upDamn wtf Steve you inspiring other devs to implement this bs in there games aswell:
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How to nuke your GPU 101Little update on my project. I am done with inner and outer circle of the colosseum. Now I can focus on the underground complex.
Hopefully I will be done before I run out of memory ram.
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Exactly what I was thinking. Some of the sandbox creators don't think about optimization at all, which is ironically what we complain about with many game developers. At least a warning notice would be nice.How to nuke your GPU 101
Many factors at play such as your own specs, one idea bukva633 said here was "fusing" objects quote below.Exactly what I was thinking. Some of the sandbox creators don't think about optimization at all, which is ironically what we complain about with many game developers. At least a warning notice would be nice.
Surely would help especially for mega maps such as Galleon by koshmar163 and the upcoming Colosseum by Markus55.I wonder if there can be an option to fuse objects when saving a group, that would create a new object/prop entirely, and the engine would not need to count all individual objects anymore. This would likely break any event related stuff, but for static objects, I wonder if it could help.
Making characters invisible does help but is not enough as GEr01 even with his 3080 described his thoughts below (who did make good effort in using Trigger Zones to toggle visibility on/off for objects/actors featured in his cool Sex Party House map).I don't think combining things into one huge mesh would really solve much. The main issue is that sandbox objects have no occlusion culling. That's the reason why maps with a ton of poses/sex scenes are super laggy no matter where you're looking. Normally, those scenes should be 'culled' if the camera can't see them, that way they're not using precious GPU/CPU processing time, but they're not being culled.
This would be solved for props once the game is upgraded to UE5, since Nanite automatically culls out objects that can't be seen. (But it wouldn't solve the issue with poses/sex scenes, since Nanite doesn't work on characters.)
Make of this info what you will, Wild Life is moving to Unreal Engine 5 at the end of this year we'll see what happens.I wonder if next patch has ''fix'' on invisible characters just sucking insane levels system performance. In editor even if you hide all your characters the game somehow still reserves so much data for them.
For example 50 + 50 (poses + sex scenes) in an empty map easily makes Wild Life consume almost 13 GB of ram (total system ram consumption goes well past 16gb) and crashing FPS from stable 144 (capped) into 70. Even if all these models are hidden. Of course when showcasing them it actually destroys FPS making it drop into 6-8 fps range (on 3080), I'm fine with that, it's stupid amount of characters in the first place. That I get but when all those animations are invisible I would hope we would get a bit better ram/GPU management in the future when game gets developed further. It would really allow us to push for huge user scenarios and creative multi person big mod projects.
I'm creating continuation on my map I showcased a bit earlier this summer and making 7-8 areas is fine enough (basically no FPS drops), especially if I hide a lot of objects, but if adding tens of NPCs FPS sadly just drops to like 40 FPS range. While I finish the map I'll just keep eye how the game gets developed and probably remove about 30% of more decorative NPCs to make this stuff perform better. It's still a bit sad since game runs so well without character bloat. Even thousands of objects on the screen and absolutely no drops on FPS and very light amount of RAM consumption. But animation objects consume so much.
I love the creativity!I made a little village for my elves didn't put any events or anything because it should be a little better in the next update and I'm also gonna take a little break from sandbox. View attachment 1976681
What I have found is the normal building blocks doesn't consume your PC much at all. Issue is when you use a ton of characters or/and lights. I've map where I have over 4k objects. If I delete all the characters in the map I get stable 144 fps with occasional drop to 120 fps if I turn fast. I doubt his project runs badly at all especially with limited amounts of characters.Exactly what I was thinking. Some of the sandbox creators don't think about optimization at all, which is ironically what we complain about with many game developers. At least a warning notice would be nice.