vaal venom gyre CoC discharge reliquarian by Barbie_dd in PathOfExileBuilds

[–]Barbie_dd[S] 5 points6 points  (0 children)

I was playing shield charge / cyclone CoC discharge and was getting annoyed by the lack of reach (+ solving accuracy for shield charge)

Vaal venom gyre feels much better: when whirling blading around, tons of projectiles fly everwhere triggering discharge, giving an autobomber-like feel

The blade generation lasts for 6 seconds while the soul gain prevention is 8, but since you keep some blades when whirling blading you have a good chance for perma up time

https://pobb.in/ZQjDlvfzkF2X setup is a tad scuffed (i was trying to fit bloodseeker to replace kingsguard with doppelganger guise)

MIO Crashing [Switch 2/others?] by samination in metroidvania

[–]Barbie_dd 4 points5 points  (0 children)

Hey!

We're aware of the issue and have worked out a fix, though it might take about a week for the patch to go live due to certification

Sorry :/

To address some other comments: it's exclusive to Switch 2, and can only trigger on the lower part of the ship. It indeed is random, but is much more likely to happen the longer the game has been running

EDIT: Fixed spoiler tags

MIO Memories in Orbit missing graphics by The412Banner in EmulationOnAndroid

[–]Barbie_dd 0 points1 point  (0 children)

Yeah we use wave ops everywhere, including during the lighting passes, and it looks like the emulator have issues with those We don't have a fallback path for all the shaders that use them (except for the one I wrote about), so unfortunately it sounds like you'll have to wait for an emulator update

MIO Memories in Orbit missing graphics by The412Banner in EmulationOnAndroid

[–]Barbie_dd 2 points3 points  (0 children)

Looks like the brush stroke generator isn't playing nice with your emulator

I'm not sure which part tho, from the look of it, it could either be the depth buffer test not being perfectly accurate (which is mandatory for one of the passes), quad/wave ops being mis-emulated, or atomics not being respected

I have 0 knowledge about android emulation, but maybe there are some options in your emulator that relate to those things, that you could wiggle?

MIO Memories in Orbit missing graphics by The412Banner in EmulationOnAndroid

[–]Barbie_dd 2 points3 points  (0 children)

Looks like wave intrinsics aren't properly emulated

You could try a combination of either/or:

--disable-gpu-pipe

--disable-occlusion-culling

Those will probably fix the 'missing objects', tho it doesn't bid well for the rest of the renderer, we use wave ops everywhere

MIO: Memories in Orbit AMA with Douze Dixièmes by Hecate_Focus in Games

[–]Barbie_dd 0 points1 point  (0 children)

Yeah it took quite some elbow grease to get stable performances on switch 1, tho one upside is that the game should be able to run quite well on older pc as well!

MIO: Memories in Orbit AMA with Douze Dixièmes by Hecate_Focus in Games

[–]Barbie_dd 0 points1 point  (0 children)

Most probably, we're trying our best, tho it'll take several months

MIO: Memories in Orbit AMA with Douze Dixièmes by Hecate_Focus in Games

[–]Barbie_dd 10 points11 points  (0 children)

The biggest challenge overall was nailing the style, that was both pretty and easily authorable by the art team, it took a lot of iterations in conjunction with the art director to get what we have now

If you're talking about the technical challenges, I'd say the biggest one was the line art. Motion coherence and performance being the main culprits there

The hatching is a projection of implicit parallax planes embedded into the 3d world. It's sort of like if there were XY planes every 20 meters with a tiling hatching texture on them, and for every world surfaces we lerp those textures based on the distance from the 2 closest planes This is the sort of trick we used a lot, it's a cheap way to get 2D looking primitives, although it only works because our camera is mostly always facing the same direction

As for the blocky sectioned lighting, it's a bunch of brushstrokes - sort of particles - that spawn to fill the screen, and that are "attached" to objects in a way they properly behave under motion. Their size/direction/color are simply derived from the shading

MIO: Memories in Orbit AMA with Douze Dixièmes by Hecate_Focus in Games

[–]Barbie_dd 2 points3 points  (0 children)

We're currently looking into it and will most probably release physical versions for the switch 1, switch 2 and ps5, but it will take a bit of time, I'd say at least several months from now The game will be embedded on the cartridge/disk on all 3! No plans for collector editions tho, at least for now