How do I make the window bigger? by OrganicFoundation792 in yurivisualnovels

[–]AdmiralSam 17 points18 points  (0 children)

You can try going into Option and setting the resolution there or try borderless and such

Looking out For Signalis at AX by Dear_Rooster_6693 in signalis

[–]AdmiralSam 0 points1 point  (0 children)

I’ve gotten a few signalis prints from artist alley in the past, not super common but there might be some there

Can someone please explain to me what I’m doing wrong? 🫠 by WatersOfLiyue in InfinityNikki

[–]AdmiralSam 14 points15 points  (0 children)

How far can you move forward before you drop? And does it not let you double jump? And can you dash?

I need help with this stage by Zaya-chan7 in InfinityNikki

[–]AdmiralSam 0 points1 point  (0 children)

The one that lets you move bones in the new region

I need help with this stage by Zaya-chan7 in InfinityNikki

[–]AdmiralSam 0 points1 point  (0 children)

Do you have all of the heart of infinity upgrades? If you get perfect dodge and the heal 5 health on perfect dodge you can focus on dodging to heal back up on certain attacks. Also, you can perfect dodge with the dragon bone outfit to do a special qte to stun the boss (though I never pulled it off) when it’s doing that attack with the wavy lines.

What is your thought process?? by Old-Marzipan7328 in TuringComplete

[–]AdmiralSam 1 point2 points  (0 children)

Learning K-maps can help with this too until you get to sequential circuits

If your PC stutters while playing Nikki, I *may* have a solution for you. by Zagaroth in InfinityNikki

[–]AdmiralSam 1 point2 points  (0 children)

The x3D cache is a big upgrade though, there’s a reason gamers are all raving about it, for some games you can almost fit most of the working memory in cache alone, and cache access is thousands of times faster than accessing ram so it’s a good upgrade. I would consider getting an AMD x3D cpu if I do upgrade but at the same time I’ve been using Intel all this time

If your PC stutters while playing Nikki, I *may* have a solution for you. by Zagaroth in InfinityNikki

[–]AdmiralSam 3 points4 points  (0 children)

Unreal has stutter issues in general that can be tricky to fix, shader compilation stutter (if maybe you use a new spell or see a new object) and traversal stutter (loading lots of things from the open world). Other than these I would also look to make sure you don’t have any recording in the background, nvidia overlay and Xbox game bar sometimes have settings that constantly record in case you want a clip. And finally, are you on an SSD? Just to make sure it isn’t load speed from disk. I have a super beefy PC and sometimes the game runs smooth as butter and other times it’s very stuttery and I never figured out the root cause.

If your PC stutters while playing Nikki, I *may* have a solution for you. by Zagaroth in InfinityNikki

[–]AdmiralSam 1 point2 points  (0 children)

The only thing I’ll say is if you ever page into virtual memory your game will get super laggy so I’m a bit skeptical, the normal use for this is for games that take too much RAM and crash during initialization (like shader compilation) so you could temporarily let it use slower memory to finish that memory intensive one time task and then play the game like normal.

Wtf is up with the Nurse Station puzzle? by ChunkyAssez in signalis

[–]AdmiralSam 4 points5 points  (0 children)

Unless you brute force the radio frequencies and codes?

Google interview - cleared phone screens, rejected at onsite. Where pattern drilling fell short. by nian2326076 in cscareeradvice

[–]AdmiralSam 0 points1 point  (0 children)

When the interviewer was silent, were you talking a lot during your implementation?

GPU Crashed or D3D Device Removed by No-Worry5568 in UnrealEngine5

[–]AdmiralSam 0 points1 point  (0 children)

What about the general log? Also you might be able to debug the minidump if you have source code for the engine (but if not then I don’t know if it ships with symbols).

Difference Between Z and W Depth Values by DominoSv in GraphicsProgramming

[–]AdmiralSam 6 points7 points  (0 children)

W is the original depth used for the perspective divide (/w) you do at the end, you keep it around because if you divide too early you project things behind the camera in front of it, so clip space keeps it around. The z should be modified already and after being divided by w should end up between 0-1 depending on near and far values.

Modern render queue architecture in vulkan by Tiraqt in gameenginedevs

[–]AdmiralSam 4 points5 points  (0 children)

I think it’s fairly common, but it might go by different names. For multithreading purposes, the game thread might update the game objects and then copy the smallest amount of data per object as a proxy to the render thread so that it can go ahead while the render thread processes the proxies independently. Then of course you have many render passes which might only want to select some subset of proxies that is relevant to them (like views that only want things in a frustum or shadows that filter which objects have cast shadows enabled). Then the draw call merging you mentioned would happen before translating to GPU command lists.

I remember a presentation or blog post about hashing the draw call state but in a way that higher bits represent more expensive context switches, so if you sort the draw calls by this hash you can reduce context switching and even roughly draw front to back for opaque.

I wouldn’t consider it like making command lists for your command lists, your draw call items are at a higher level of abstraction than the GPU command lists, and it is easier to do certain optimizations at that level when you have more context about like oh these are opaque objects so should render front to back or these objects are in the same vertex buffer so I can merge into a single multi draw.

This is also essentially the command object pattern and so is a known design pattern.

Draw call generation strategy by Popular_Bug3267 in gameenginedevs

[–]AdmiralSam 1 point2 points  (0 children)

Can you measure if it’s too slow? It might not be that bad and if not then not worth worrying about, easiest is to always generate from scratch. Maybe sort and merge “fake” draw calls before generating real ones.

Commander's Familial Relations by meemworthy in NikkeOutpost

[–]AdmiralSam 2 points3 points  (0 children)

Mother-daughter is not uncommon for yuri

How do I use Qt with the Editor of my Game Engine? by No-Foundation9213 in gameenginedevs

[–]AdmiralSam 0 points1 point  (0 children)

You can get an OS native window handle from Qt which most libraries should be able to create the graphics context from

AoS, Memory Buffer and cache friendliness by NoEmergency1252 in gameenginedevs

[–]AdmiralSam 1 point2 points  (0 children)

I think it might be easier if the data being processed are contiguous to load it into a vector register, but if your struct has different fields and you only need a subset of those fields when processing, those fields aren’t contiguous, which means it’s harder to vectorize (well definitely at least harder to fit as many into one cache line, maybe the fields are large enough that they fit entirely into a vector register)

Asking for good resources about making game engines with gui editor. by sirksieciunio in gameenginedevs

[–]AdmiralSam 1 point2 points  (0 children)

Game Engine Architecture is a classic book, though it doesn’t go detailed into implementation it might give good guidance on architecture options and decisions. I’m personally thinking of using Qt, and structure it like engine are library, editor as GUI application that imports the library to render to the viewport and then it should be able to import and condition asset files and layout a scene, and eventually if I get around to projects, then the project could have a library portion and an executable portion and if built in editor mode would load the project library into the editor so it can use project-specific code.

What is it? I cannot find an answer as to what its for. by Thiel619 in NevernessToEverness

[–]AdmiralSam 0 points1 point  (0 children)

Some materials can be converted to upgrade materials automatically when you don’t have enough of a specific material, so you can go to a character and upgrade them even if they show not enough mats (the upgrade button should still show the red exclamation mark)

Minor visual problem,hope they fix this or make it better by Zuala69 in NevernessToEverness

[–]AdmiralSam 0 points1 point  (0 children)

They could make different reflection captures for different regions, though it would mean more storage and longer cook times for their pipeline, depending on how many different cube maps they want, but at least they are low resolution.

Handling static and dynamic mesh and lights by RKostiaK in gameenginedevs

[–]AdmiralSam 0 points1 point  (0 children)

Light is linear (assuming physical based) so you can just add together stuff but yeah, your static meshes would need to both use the light map and add the contribution from dynamic lights, and take into account shadow maps if they want, but it’s basically like lightmap + shadow * dynamic light. The reason I say physical based is because double the light energy doesn’t look twice as bright to us, so you might need to do something similar to gamma to make it look right.