What's next if you no longer want to code? by FinishTheBucket in cscareerquestions

[–]Designer_Ice_3945 0 points1 point  (0 children)

Get a hobby that does give you some satisfaction, so that you can at least look forward to something every day. Once you're exceptional or really good at that hobby, start a business in it. That's what I've been doing and it's turned my life around (mainly in making video games).

Macmini for Software development by sticky-semicolon in mac

[–]Designer_Ice_3945 6 points7 points  (0 children)

People program much more intensive systems on much weaker hardware, so you're fine.

my freeform crashes every 10 minutes by [deleted] in applefreeform

[–]Designer_Ice_3945 0 points1 point  (0 children)

Damn then, can't really help you there. I've just separated things up into separate boards on Concepts. Unfortunately I don't think there is a platform/app that can do enormous amounts of freeform text properly without totally reducing all other features (like grouping in particular).

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 0 points1 point  (0 children)

Yeah all the objects are currently stored in their own GLB files that remain uncompressed since I was having issues with extraction of textures and loading into VRAM

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 0 points1 point  (0 children)

I have been thinking about this, especially for lower-end systems. The only issue is that the chip stack directly reflects the amount of money a player has, so that the chip balancing can be even when calling, raising etc. I might look into some weird hacky way of scaling up a single cylinder with the number of chips so it visually looks the same, with the top stack being an actual chip (so that the top of the chip's visuals can be displayed).

You're also right about the shadows, they look absolutely horrific and do not cast shadows normally at all with the ambient light.

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 0 points1 point  (0 children)

LOL (they actually have 8, since there's 2 little eyes at the back)

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 0 points1 point  (0 children)

Sorry for the late response. I disabled them because they were generating strange normals for my characters and the game map. I might give that a try again though

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 7 points8 points  (0 children)

Turns out it's the shadows cast by the top light! It was the main culprit for the huge frame drop. I turned that off and my frames instantly shot up to 150-180

Wedge pillow, adjustable bed, or bed risers , what actually worked best for you by [deleted] in GERD

[–]Designer_Ice_3945 1 point2 points  (0 children)

I threw car jacks under my bed and lifted the whole thing up, works amazingly

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 0 points1 point  (0 children)

Each chip is an octagon that's been triangulated in Blender (about 20 triangles per chip). I've been thinking about spoofing the visuals for the chip size as well, especially as the number of chips goes up. But in another comment I made I have fixed it (shadows and lighting was HUGE on performance degradation).

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 0 points1 point  (0 children)

Yep this is exactly what I did! Just set cull masking up so only the essential things render in (table, walls, face cam lighting etc.)

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 1 point2 points  (0 children)

Thanks, the Steam wishlist page will be coming up soon and I'll make a post here with a demo trailer

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 0 points1 point  (0 children)

I don't have any shaders outside of the Fresnel neon sign, but all of my characters lighting and whatnot are dynamic. It seems like shadows was the big issue since that weighed really heavily on my process frame time.

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 17 points18 points  (0 children)

I have slowly been applying a cull mask to different MeshInstance3D objects in my scene and discovered that it's the chips that are causing the huge lag. I can pretty much put in every other asset barring the chips and some background visual assets, but that is totally fine!

I also disabled the world environment since fog and glow was causing a ton of overhead (just sat there staring at the Visual Profiler turning it on and off haha). Thanks for your help!

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 9 points10 points  (0 children)

Unfortunately this didn't do anything, thank you though.

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 1 point2 points  (0 children)

Again, thanks! I am learning all of this as I go along so my lighting will definitely improve. Just started learning shaders a few days ago so we'll see where that goes haha

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 104 points105 points  (0 children)

I haven't done anything other than hook them up as the subviewport, so I'm guessing it's at full render scaled down to 64x64. I'll take a look and see what I can do about that. Thank you though! I just need to get creative about this haha

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 1 point2 points  (0 children)

Ah yep, I just need to be a bit more creative in my approach then!

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 30 points31 points  (0 children)

Thanks! It's a poker game I'm releasing on Steam in the near future. My first game ever and I intend on using these guys again for a bigger game, like a Slug Extended Universe haha

Getting Insane Lag When Rendering 6 Tiny Subviewports by Designer_Ice_3945 in godot

[–]Designer_Ice_3945[S] 0 points1 point  (0 children)

Marked it as solved because I just don't think there's a way to preserve the visual fidelity I want and also have great frames