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.
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.
Yea i think you're right actually. Is it accurate to say that when a game is unoptimised, it is actually NOT using resources that it has at it's disposal because of poor code?
Yea i think you're right actually. Is it accurate to say that when a game is unoptimised, it is actually NOT using resources that it has at it's disposal because of poor code?
Most here will have in the End to weak systems and when it moves to Nanite it will be over for even much, much more
Most here really seem not to understand the full complexity at all, you mostly compare with results which have other targets or aren't as complex yet in their overall resource allocation needs.
Even if you like to compare it with for example Cyberpunk 2077 it is partly more complex even than that at it's full PQ output results.
Most that can be optimized is the AI overhead and some pressure on the CPU and some strange problems that cause some other problems, but asset optimization has to be done carefully you can't do it like for example in Corvo Biancos direction he did for Drifter Prince such aggressive optimization would be killing it.
It even tasks a System partly so hard that measuring it becomes a overall not so easy task.
Only minor changes to heavy would brake everything you can do it from the interaction interface (character poser =O, intercourse settings =l or triggering a sex animation you find all options available in the custom tab.
But be careful never let the SKIN tab open, it will impact the overall Animation Latency.
As well, all of these options are currently locked to Sandbox Mode only.
Yea i think you're right actually. Is it accurate to say that when a game is unoptimised, it is actually NOT using resources that it has at it's disposal because of poor code?
Not using all resources is just one example of unoptimization, but games also need to be smart about how they handle the available resources aswell, even if they can use them completely. In other words, even if a game could use 100% of every resource, it could still be unoptimized. To illustrate, let me give you an example:
In mass effect, there were some stupid walls in large open areas with no apparent purpose, but it was useful because since it would be blocking line of sight, and since that part of the map didn't need to be rendered it improved performance.
This is just an example, and the possibilities to optimize the game are 'infinite'
Infinite to a certain visual point you can't overcome physics you should realize that the lighting is mostly realtime not pre rendered and as such it is bound to the Time of Day and Shadowing and AO cost is also playing into this, this is open World Mass Effect is no Open World you can trick a lot but your pre production effort for it is gonna rise a lot to.
Unreal is more and more changing to a Realtime Light Model like CryEngine.
Light calculation is becoming more complex as well.
Do the test in the Showroom turn of the light then turn it on and look at the Performance difference from Dark to Bright.
PS: You can see this especially well with Alissa she is a real Abstracted Human at least she is recognizable to her Real Human counterpart in her Abstraction of course in this Art Style and render way she run through the fountain of youth a bit.
Yet she is still recognizable as more Mature
You could really well say she is a Pixarfication of the Real Alissa running in a pretty decent Realtime Light Model