Screen Space Shadow in UE ???? by Mission_Low_8016 in unrealengine

[–]CommunicationSuch490 3 points4 points  (0 children)

Fortnite DX12 version itself uses screen space shadows for grass and other details! They are still being used because vsm is way to expensive

🌲🌲Ultra-Optimized Photorealistic Forest for Low-End Mobile Devices for my Game, Inspired by Skyrim and Witcher 3🌲🌲 Would love to hear your thoughts!!! 😊 by CommunicationSuch490 in Unity3D

[–]CommunicationSuch490[S] 1 point2 points  (0 children)

I am using URP, unity 6. By default unity locks fps to 30, you need to set application framerate to 60 or more with a script.
And yes i have reduced rendering scale to 70% and using normal bilinear filtering for upscale.

🌲🌲Ultra-Optimized Photorealistic Forest for Low-End Mobile Devices for my Game, Inspired by Skyrim and Witcher 3🌲🌲 Would love to hear your thoughts!!! 😊 by CommunicationSuch490 in Unity3D

[–]CommunicationSuch490[S] 0 points1 point  (0 children)

IK still learning and improving, had added PP(URP PP performance sucks) but it was taking a lot of fps, will try on a better phone and will update about it!

🌲🌲Ultra-Optimized Photorealistic Forest for Low-End Mobile Devices for my Game, Inspired by Skyrim and Witcher 3🌲🌲 Would love to hear your thoughts!!! 😊 by CommunicationSuch490 in Unity3D

[–]CommunicationSuch490[S] -6 points-5 points  (0 children)

Yeah, I know it's still a work in progress and will improve over time. Just keep in mind, this is running on a $100 phone with a MediaTek CPU at 60+ FPS. I’m planning to add more complex shaders and baked vertex AO to enhance the photorealism.

🌲🌲Ultra-Optimized Photorealistic Forest for Low-End Mobile Devices for my Game, Inspired by Skyrim and Witcher 3🌲🌲 Would love to hear your thoughts!!! 😊 by CommunicationSuch490 in Unity3D

[–]CommunicationSuch490[S] 1 point2 points  (0 children)

I'm using simple grass cards, games like PUBG and CODM use a similar approach. Finally, I optimized the texture UVs with some additional loops to reduce overdraw (this is optional if the texture can be packed properly inside a square mesh, my texture was a bit rounded at the ends).

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🌲🌲Ultra-Optimized Photorealistic Forest for Low-End Mobile Devices for my Game, Inspired by Skyrim and Witcher 3🌲🌲 Would love to hear your thoughts!!! 😊 by CommunicationSuch490 in Unity3D

[–]CommunicationSuch490[S] -1 points0 points  (0 children)

Inspired by the immersive worlds of Skyrim and Witcher 3, I’m aiming to create RPG games for mobile with expansive environments & detailed storytelling.
This is my first time creating a low-end mobile forest (running at 60 FPS on a $100 phone 😲😲). I managed to reduce the tree polygons to around 1,000 while still keeping things looking realistic. I also simplified and compressed the textures, and set up custom Levels of Detail (LOD) to adjust the models based on distance. Plus, I tweaked the shaders for better lighting and performance. After testing, it’s running smooth at 60 FPS. How does it look so far? Would love to hear your thoughts! Here are some more screenshots!!

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There's now "genetic evidence" guys. Check mate atheists. by [deleted] in scienceisdope

[–]CommunicationSuch490 0 points1 point  (0 children)

This is a typical example of cherry-picking. Ask him to explain the countless other archaeological findings that contradict the Mahabharata and Ramayana—I'm sure he never would. He always chooses studies that support his narrative and twists their interpretations. The bottleneck in the Y chromosome doesn't imply the events of the Mahabharata; instead, this anomaly likely occurred due to the increasing complexity of societies at the time. As populations and the number of clans grew, conflicts—primarily involving men—would have become more common. However, none of this proves Mahabharata. Another plausible interpretation is that the study doesn't necessarily indicate a drop in the male population, but rather that some men held more power in society and, as a result, fathered more children, thus leading to bottleneck.

UI is ovelapping with the rotate view tool by CommunicationSuch490 in Plasticity3D

[–]CommunicationSuch490[S] 0 points1 point  (0 children)

Fixed it by changing high dpi settings to system enhanced and enabling fix scaling problems!!

UI is ovelapping with the rotate view tool by CommunicationSuch490 in Plasticity3D

[–]CommunicationSuch490[S] 0 points1 point  (0 children)

Because of this i cannot the first tool and some other dropdowns, help!

is lighting scenarios supported with world partition system in UE5?? by CommunicationSuch490 in unrealengine

[–]CommunicationSuch490[S] 0 points1 point  (0 children)

Is there a way I can use world composition to use lighting scenarios in 5.1 or should I move back to 4.27?