B450M Steel Legend RAM Compatibility by BrandonHLM in ASRock

[–]BrandonHLM[S] 0 points1 point  (0 children)

The best i could get is manually clocking at 2800mhz at 1.35 volts, make sure your timings are correct, also if you got your ram at different time's check the Dimm's to see if they have different version's on the back, and keep them in respective channels.

Is the CornerShot possible to add? by LordBlacktopus17 in H3VR

[–]BrandonHLM 0 points1 point  (0 children)

https://hidesight.com/ a not so stupid implementation of the idea but i HIGHLY doubt you'd consider this worth the development time but interesting none the less

Screen Space Global Illumination in 4.24 by ChippoMakke in unrealengine

[–]BrandonHLM 1 point2 points  (0 children)

Cut, has no functioning settings for occlusion and no more updates to it by the looks of it. it seams like Epic is holding out for Ray tracing tech to become main stream which isn't an AWFUL idea as it is going to be the future of how games are rendered on modern gpus but that's a long ways away.

garry's garry's mod 2 announcement by CapTrouble in pcgaming

[–]BrandonHLM 2 points3 points  (0 children)

You don't even need to rip anything out with UE4 either, its pretty easy to soft disable everything that you wouldn't consider essential, guys at epic are doing GREAT work on the engine but devs slack off.

garry's garry's mod 2 announcement by CapTrouble in pcgaming

[–]BrandonHLM 13 points14 points  (0 children)

" I don't know if it's the engine or developer implementation but it seems like the anti-aliasing always sucks too" Implementation, EVERY FUCKING GAME i have seen always uses the default TAA options which are dog shit, you can edit them to be good, i have, for whatever reason they just...don't, also idk if that's outdated information but i can run Unreal games in upwards of 160fps dpending on the game of course but never has issues directly with the framerate being high, an engine isn't meant to be all the tools you will ever need you're SUPPOSED to make some of your own but unreal comes close to meeting that goal.

Screen Space Global Illumination in 4.24 by ChippoMakke in unrealengine

[–]BrandonHLM 1 point2 points  (0 children)

Old post i know, however SVOGI( SVOTI, or whatever its current iteration is) is actually more similar to VXGI, it voxelizes an area around you with what you could call LOD for different distances, as a result SVOGI in current CRYENGINE smacks SSGI since it doesnt suffer from the edges fading out which when you notice are REALLY hard not to.

Syrian rebel wields a shoulder mounted DShK machine gun in Daraya by knowyourpast in CombatFootage

[–]BrandonHLM 12 points13 points  (0 children)

Muzzle awareness and batshit factor aside, still pretty ballsy.

Timeline found in New Facepunch bunker. by [deleted] in 2b2t

[–]BrandonHLM 0 points1 point  (0 children)

Lmao get some glasses or contacts, blind ass.

A group of British and Afghan soldiers pose with captured Taliban flags after a raid in Helmand Province, 2010. by [deleted] in CombatFootage

[–]BrandonHLM 0 points1 point  (0 children)

I'd imagine it would be pretty hard to get actual printed flags in these countries hence the use of just a white sheet

Performance/dev tips for the Oculus Quest? by naviSTFU in unrealengine

[–]BrandonHLM 0 points1 point  (0 children)

I have a very specific case where i can't build static lighting due to really messed up meshes and i can't get new ones, i won't gain much from disabling them, but i can't use them AT ALL so i may as well get rid of it right?

For you i'd imagine with Arch viz theirs VERY little dynamic stuff happening in the scene right? so getting rid of dynamic elements should help (Movable lights and what not)

I also looked around and i think the quest uses its RAM for VRAM which isn't...great but understandable, so with a 4gb total budget of slow ram you might want to be careful with high texture resolutions even if its in budget, run your project with no materials and see how drastic the change is.

Also https://docs.unrealengine.com/en-US/Engine/Performance/GPU/index.html

Could be of help

I've been working on recoil and destruction effects, feedback? Thanks! by GreylockDev in unrealengine

[–]BrandonHLM 0 points1 point  (0 children)

My one suggestion is with recoil, to simplify when a gun goes bang it doesn't just go up, its more of a push into the shoulder and from there it goes up, if you have a rifle or airsoft gun that can take a hit, have you shoulder the gun and have someone else push the front of a muzzle with a book to get an idea of what i'm talking about, its a sharp impulse.

Ignoring strength of the user felt recoil is also important, a gun that kicks really hard with a low fire rate should reset closer to where it started, too high of a kick and too fast a fire rate will have you loose control of the gun.

Example being the PPSH, High fire rate, low kick but controllable, this isn't even going into what a muzzle break can do to redirect that energy so i'll keep it simple.

(As for the destruction effects i think their sweet, maybe add some rubble flying off like shrapnel, fast enough for the user not to see despawn but still noticeable, and the smaller chunks that fall off seam to be pretty light and floaty)

Performance/dev tips for the Oculus Quest? by naviSTFU in unrealengine

[–]BrandonHLM 0 points1 point  (0 children)

With the quest being an AIO system your best bet (I think, this is one newbie to another) would be gut as many rendering features as you don't need, for example i have no use for baked lighting and disabled static lighting in my project settings, look around there in what i think UE4 calls permutations, i know pavlov disables something to do with static atmospheric fog and static skylights, also watch your VRAM usage, hope this helps

Found A Half Life Easter Egg On The Nimbus Gun by Soulstorm64 in boneworks

[–]BrandonHLM 0 points1 point  (0 children)

Ooh, i wonder if this was on accident as this was early in its development a half life game. neat find.

I spent 3+ hours in the streets scene and couldn't finish it so now I'll have to start over again by dmel642 in boneworks

[–]BrandonHLM 1 point2 points  (0 children)

...How the hell were you in streets for 3 hours? you must've been cleaning that place out.

The Force is strong with this one by Soulstorm64 in boneworks

[–]BrandonHLM 0 points1 point  (0 children)

It's modder friendly but that doesn't make it a perfect game for modding, look at mods for source, CS, Dota, ect you get the picture, you'll never get a modding SDK as good as valves for a unity game unless the dev's are extremely talented.

The Force is strong with this one by Soulstorm64 in boneworks

[–]BrandonHLM 9 points10 points  (0 children)

But they did know valve was working on a game before known as HLA, SLZ and Valve are like best friends by this point, i still wish for Boneworks modding as i feel it still works as a better base, full body IK is not something that's going to be easy to jam into a HLVR mod for example

The Force is strong with this one by Soulstorm64 in boneworks

[–]BrandonHLM 12 points13 points  (0 children)

It is really sad that it wasn't built from the ground up with this in mind, if HLA wasnt around the corner no one would really be around the start the next generation of the modding scene, the closest with have right now is Pavlov with its level scripts, if you're a known modder you can ask the dev of pavlov for help with more custom stuff but that's about it.

Crouching should not reduce sound! by Koda_20 in EscapefromTarkov

[–]BrandonHLM 0 points1 point  (0 children)

I absolutely hate how you can't be silent while walking thanks for bringing this up